Resource NUPL Team / Set Dump

Disjunction

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I had a lot of fun in the builder this year for adv. I figure since the tier has changed so much in the last 2 years and with nu classic coming up, I can share the teams I used.


https://pokepast.es/c5d7c7912c2472e8

This was the nastiest team I used this year. I used it vs Noitu Week 4 for a convincing win. BP in adv is pretty simple to pilot, just sleep with Venomoth, get the Agility boost, and then go from there. Everything is EV'd to outspeed the rest of the tier at +2, and Octillery has the bulk and power to usually sweep with one of each boost. It can be mildly pressured by Encore Dewgong, Explosion mons, and Roar mons, but you have the tools to pressure those. Just make sure to keep Plusle as a backup offensive threat and you're usually good. You could probably try to tech Toxic on Ledian over one of the screens if you're ultra worried about the gong.


https://pokepast.es/b4a91b9893e59744

I used this vs Sam Week 5. It was actually a team I had built before NUPL, and this was the week I was trying to build a lot for other slots, so I wanted to use something I already had that I liked. It turns out M Drag ended up using 5 of the same 6 against me a couple weeks before, but with a Sub Whiscash over the Chime. His build is prob better because it handles pupitar just as well while not losing to Pika/Plusle, but I kept my version anyhow since I felt chime was a good win con. Plus, not losing out on a robust fighting check is always appealing. The team itself plays like you'd expect--switch between your mons and keep up the pressure as much as you can until you have to boom. Super simple, super reliable.


https://pokepast.es/55519dcf057bca3b

The squads I was considering using vs M Drag. Ended up regretting bringing the team that had Wailord because the Relicanth version had a significantly better matchup. Regardless, the teams are pretty much balance designed around the idea of getting Shelgon or Golbat into a position to sweep. They're relatively easy to pilot, but Shelgon is absolutely a matchup mon that either carries the team or does absolutely nothing.


https://pokepast.es/73f69a1acbdd6aa7

Week 6 vs the mushies. This was probably my favorite team that I build this year. The Flareon tech worked out super well, as I expected it to. It was also fun to bring back some older mons like Leech Rose and Rest Talk Wail that haven't seen use in a while. The Haunter set is ingenius, too, because you can sub on a switch in, your opponent sees an even HP number and expects you to be a pinch berry, and then you can steal their leftovers without them trying to double out. CB Reli is broken too. Highly recommend this one.


https://pokepast.es/efb00a563b5dc4a0

Week 2 vs MZard. I think this is the only team that I brought that I wasn't completely happy with, but i still (should have) won. Regardless of calc shit, it's a spikeless team that functions around Tropius pressuring common defensive cores to open up for Haunter or Chime to win. I think if I were to change anything about it now, I'd do a different lead over Hitmonchan, since the team really doesn't hate spikes all that much.


https://pokepast.es/35fd37339c2ce2ad

Week 1 vs Pearl. You can tell I had rozes do the Tang spread. I was really happy with this team, too. It's kinda weak to Murkrow, but it's otherwise pretty easy to pilot. The idea going into this week was building a team that could ideally get up at least two layers with Glalie, spin block, and then have the entire team ready to keep Roselia to one layer max. I wouldn't bring this if you expect your opponent to be a dirty Diglett spammer, but it's a safe enough anti-meta pick in most matchups. Fast Taunt Sableye is really cool too btw.

I also had some other ideas for mons I wanted to use that I never got around to


Togetic @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Soft-Boiled
- Toxic
- Psychic
- Tri Attack

Tangy and I put this guy together. Serene Grace Tri-Attack is probably one of the most threatening moves in the game, and Togetic functions as a great special sponge for everything in the tier. We came up with him going into Week 7, so I never really did anything with it, which is why there's an uninspired EV spread there.


Grovyle @ Petaya Berry
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Endeavor
- Substitute
- Leaf Blade
- Hidden Power [Ice]

Sub Endeavor Grovyle. The set here is super obvious, just sub down til you get into Overgrow with your Petaya Berry and start killing shit. If you hit a road block, just Endeavor it. I figured it would have just been a meme, but it's actually a really decent set that puts in a lot of work mid-to late-game.


Ledian @ Leftovers
Ability: Early Bird
EVs: 252 HP / 72 SpD / 184 Spe
Calm Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Safeguard
- Baton Pass

Screens Ledian for a set up spam team. Probably also a good partner for Huntail since Huntail's biggest counter is Toxic.


Venomoth @ Salac Berry
Ability: Shield Dust
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 HP / 0 Atk
- Substitute
- Baton Pass
- Sleep Powder
- Psychic

Shedinja @ Lum Berry
Ability: Wonder Guard
EVs: 252 Atk / 252 Spe
Jolly Nature
- Shadow Ball
- Hidden Power [Fighting]
- Protect
- Swords Dance

Some kind of dedicated sub passing team with Shedinja was another sick idea I had. Shedinja is actually pretty strong as there aren't a lot of good Ghost resists in the tier. I was getting burned out at this point, so the teams I was putting together for it weren't really coming together, but I think there's great potential here. Just hard to pilot around Spikes + Sableye.

I built a ton of other shit for other people weeks 4-6, but I'll let them share that if they want to. All in all I had a great time this year. Despite the unfortunate first 3 weeks, the Vivs still held together and we all aimed for the genuine shot that we had to make playoffs. I'm glad Eternally bullied me into signing up, despite me not wanting to touch this tour. Special shoutouts to the rest of the vivs because you guys made this a great experience. Might even have been good enough for me to try again next year, too, but we'll see.
 

SD Combusken. i use eject button slowking to pivot into psychic types like delphox and slowking to trap them with sneasel, and then combusken can sweep.
Combusken @ Eviolite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Low Kick
- Protect
- Swords Dance

Sneasel @ Choice Band
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Pursuit
- Knock Off
- Ice Shard

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 24 Def / 232 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Stealth Rock
- Toxic
- Protect

Togedemaru @ Choice Scarf
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Iron Head
- Zing Zap
- Zen Headbutt

Dhelmise @ Steelium Z
Ability: Steelworker
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Power Whip
- Rapid Spin
- Anchor Shot
- Synthesis

Slowking @ Eject Button
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Scald
- Slack Off
- Calm Mind
- Psyshock



i wanted to build a team with Ferroseed because I like the idea of setting up spikes and walling Vileplume, also Xatu usage has gone down in favor of Blastoise as hazard control. volt-turn can be really punishing with spikes up, so i opted for a basic Heliolisk-Passimian core. Icium Golurk lures Vileplume and also gives the team an electric and fighting immunity. I chose Golurk over Palossand because I don't want to let Braviary in for free.
Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 252 HP / 48 Def / 208 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Leech Seed
- Protect
- Spikes

Heliolisk @ Choice Specs
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Thunderbolt
- Volt Switch
- Surf

Passimian @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Close Combat
- Knock Off
- Acrobatics

Blastoise @ Leftovers
Ability: Torrent
EVs: 244 HP / 60 Def / 204 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Refresh
- Toxic
- Rapid Spin

Incineroar @ Iapapa Berry
Ability: Intimidate
EVs: 244 HP / 100 Def / 164 SpD
Careful Nature
- U-turn
- Flare Blitz
- Earthquake
- Knock Off

Golurk @ Icium Z
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Shadow Punch
- Ice Punch



i wanted to use a dragon tail slowking + spikes support, so i decided to use Mega Glalie. i went with z move Aerodactyl to sponge Incineroar's knock off. I went with Taunt on Glalie to shut down Vaporeon because it's quite threatening to this team, also Taunt is generally good for preventing Defog.
Slowking @ Assault Vest
Ability: Regenerator
EVs: 244 HP / 252 SpA / 12 Spe
Modest Nature
- Dragon Tail
- Scald
- Future Sight
- Fire Blast

Glalie @ Glalitite
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Spikes
- Earthquake
- Taunt

Dhelmise @ Colbur Berry
Ability: Steelworker
EVs: 156 HP / 252 Atk / 100 Spe
Adamant Nature
- Power Whip
- Anchor Shot
- Rapid Spin
- Synthesis

Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Earthquake
- Heavy Slam
- Stealth Rock
- Curse

Passimian @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Close Combat
- Knock Off
- Acrobatics

Aerodactyl @ Flyinium Z
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Hone Claws
- Earthquake
- Sky Attack



Explosion Glalie gets rid of Incineroar (or weakens it) so cm Xatu can sweep. spdef Dhelmise tanks hits from Heliolisk/Accelgor/Slowking and knocks off incineroar's berry. Knock Off can also be useful for getting rid of Vileplume's black sludge and Golbat's Eviolite since Dhelmise tends to draw them in. I like Dhelmise because it's anti meta. I went with Sucker Punch on Druddigon to damage fast threats that can prevent Xatu from sweeping like Heliolisk and Delphox, also the priority is generally nice with spikes support.
Glalie-Mega @ Glalitite
Ability: Refrigerate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Explosion
- Earthquake
- Spikes
- Double-Edge

Dhelmise @ Leftovers
Ability: Steelworker
EVs: 252 HP / 248 SpD / 8 Spe
Careful Nature
- Knock Off
- Synthesis
- Rapid Spin
- Power Whip

Togedemaru @ Choice Scarf
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Zing Zap
- U-turn
- Nuzzle

Incineroar @ Iapapa Berry
Ability: Intimidate
EVs: 244 HP / 124 Def / 136 SpD / 4 Spe
Careful Nature
- Knock Off
- Earthquake
- Flare Blitz
- Toxic

Druddigon @ Dragonium Z
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Earthquake
- Sucker Punch
- Stealth Rock

Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 124 Def / 136 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Heat Wave
- Roost
- Psyshock



Wish Delphox Balance. Sneasel usage was on the decline which made me want to build with wish Delphox. It's pretty difficult to KO especially with toxic spikes up. Weezing has enough speed for Adamant max speed Rhydon, went to a defense jump point then put the rest of the EVs into hp and spdef.
Delphox @ Leftovers
Ability: Blaze
EVs: 252 HP / 28 SpA / 228 Spe
Timid Nature
IVs: 0 Atk
- Wish
- Protect
- Mystical Fire
- Toxic

Weezing @ Rocky Helmet
Ability: Levitate
EVs: 248 HP / 96 Def / 68 SpD / 96 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Toxic Spikes
- Sludge Bomb
- Taunt

Passimian @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Knock Off
- U-turn
- Toxic

Blastoise @ Normalium Z
Ability: Torrent
EVs: 248 HP / 64 Def / 196 Spe
Bold Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Refresh
- Toxic

Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP / 248 SpD / 8 Spe
Careful Nature
- Heavy Slam
- Earthquake
- Protect
- Stealth Rock

Heliolisk @ Choice Specs
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hyper Voice
- Thunderbolt
- Surf



I got some inspiration from 0NI and built with z hypnosis Gallade. I paired it with special Steelix to lure Xatu.
Gallade @ Psychium Z
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Swords Dance
- Hypnosis

Steelix @ Life Orb
Ability: Sheer Force
EVs: 200 HP / 252 SpA / 56 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Flash Cannon
- Stealth Rock
- Earth Power

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 160 SpD / 96 Spe
Calm Nature
IVs: 0 Atk
- Sludge Bomb
- Giga Drain
- Strength Sap
- Growth

Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 56 Def / 200 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Toxic
- Ice Beam

Incineroar @ Iapapa Berry
Ability: Intimidate
EVs: 244 HP / 132 Def / 132 SpD
Careful Nature
- Flare Blitz
- Knock Off
- U-turn
- Earthquake

Heliolisk @ Choice Scarf
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Hyper Voice
- Surf



Scarf Delphox is a really good scarfer and can sweep late game if the opposing team is weakened. Outspeeding the 2 most common scarfers and ohko'ing them is a plus too. Rocky Helmet Druddigon chips Incineroar. Charmflash used this team and won in week 4 https://replay.pokemonshowdown.com/gen7nu-912603640
Delphox @ Choice Scarf
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Psychic
- Switcheroo
- Grass Knot

Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 60 Def / 196 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Toxic
- Refresh

Druddigon @ Rocky Helmet
Ability: Mold Breaker
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Glare

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 160 SpD / 96 Spe
Calm Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Strength Sap
- Growth

Togedemaru @ Leftovers
Ability: Lightning Rod
EVs: 252 HP / 204 SpD / 52 Spe
Careful Nature
- Wish
- Spiky Shield
- Super Fang
- Zing Zap

Braviary @ Fightinium Z
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Superpower
- Bulk Up
- Roost



Screens cheese. Rindo Gorebyss survives LO Comfey Giga Drain. Dragonium Druddigon is good for having offensive momentum at the beginning of the game. Incineroar is impossible to kill behind screens and boosts on everything.
Electrode @ Light Clay
Ability: Aftermath
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Taunt
- Volt Switch

Gorebyss @ Rindo Berry
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shell Smash
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]

Incineroar @ Weakness Policy
Ability: Intimidate
EVs: 24 HP / 252 Atk / 4 Def / 228 Spe
Jolly Nature
- Bulk Up
- Power Trip
- Flame Charge
- Substitute

Druddigon @ Dragonium Z
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Stealth Rock
- Outrage
- Gunk Shot
- Earthquake

Togedemaru @ Choice Scarf
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Iron Head
- Zing Zap
- Zen Headbutt

Sceptile @ Sitrus Berry
Ability: Unburden
EVs: 220 HP / 252 Atk / 36 Spe
Adamant Nature
- Leaf Blade
- Acrobatics
- Swords Dance
- Rock Slide



Groundium Arbok is fun and surprisingly effective. Specs Whimiscott can switcheroo Golbat and also potentially weaken Vileplume.
Arbok @ Groundium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Gunk Shot
- Earthquake
- Coil
- Sucker Punch

Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Night Shade
- Protect
- Roost
- Toxic

Whimsicott @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Energy Ball
- Psychic
- Switcheroo

Slowking @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Fire Blast
- Future Sight
- Grass Knot

Glalie-Mega @ Glalitite
Ability: Inner Focus
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Double-Edge
- Earthquake
- Freeze-Dry
- Spikes

Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Protect



Vivillon is so good. Defog + Toxic Xatu can actually prevent rocks from Druddigon unless you get para'd on a switch. If the opponent has a Druddigon I like to lead Xatu and toxic turn 1 then spam defog.
Vivillon @ Flyinium Z
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Quiver Dance
- Hurricane
- Energy Ball

Heliolisk @ Choice Specs
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Volt Switch
- Thunderbolt
- Surf

Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Toxic
- Night Shade

Incineroar @ Iapapa Berry
Ability: Intimidate
EVs: 244 HP / 136 Def / 128 SpD
Careful Nature
- Flare Blitz
- U-turn
- Knock Off
- Earthquake

Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Heavy Slam
- Earthquake
- Protect
- Stealth Rock

Passimian @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Close Combat
- Knock Off
- Earthquake



I built this team around SD Pangoro. Firium Hitmonlee is supposed to lure Vileplume and stone edge is for Golbat, both decent checks to Pangoro. Glare and Nuzzle make things slow so Pangoro can outspeed them.
Pangoro @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Drain Punch
- Bullet Punch
- Knock Off
- Swords Dance

Vileplume @ Black Sludge
Ability: Effect Spore
EVs: 252 HP / 244 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Sludge Bomb
- Giga Drain
- Strength Sap
- Synthesis

Togedemaru @ Choice Scarf
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- U-turn
- Zing Zap
- Iron Head
- Nuzzle

Druddigon @ Rocky Helmet
Ability: Mold Breaker
EVs: 252 HP / 228 Def / 28 Spe
Impish Nature
- Stealth Rock
- Glare
- Dragon Tail
- Earthquake

Slowking @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Fire Blast
- Psyshock
- Grass Knot

Hitmonlee @ Firium Z
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Rapid Spin
- Blaze Kick
- Stone Edge



Sub BU Braviary is really underrated. This team is a bit more on the defensive side of a balance. I like SD Incineroar alongside Braviary because it can weaken Rhydon. Vaporeon's EVs allow it to switch into Magmortor better which is something most defensive teams struggles with. Knock off Whimsicott gets rid of Golbat's Eviolite so it gets pressured more by braviary and Steelix. This is one of my better builds that i've been using before Slowbro rose, and it's still effective.
Braviary @ Leftovers
Ability: Defiant
EVs: 252 HP / 152 SpD / 104 Spe
Jolly Nature
- Bulk Up
- Brave Bird
- Substitute
- Roost

Incineroar @ Incinium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Darkest Lariat
- Flare Blitz
- Swords Dance
- Earthquake

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Toxic
- Scald

Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
IVs: 0 Atk
- Psychic
- Protect
- Roost
- Toxic

Steelix @ Leftovers
Ability: Sturdy
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Earthquake
- Heavy Slam
- Roar
- Stealth Rock

Whimsicott @ Leftovers
Ability: Infiltrator
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Defog
- Moonblast
- Knock Off
- Energy Ball


some sets/mons that I think are interesting/good right now:

Dhelmise is a great option for hazard control because it also spin blocks the most used spinner Blastoise. Blastoise has consistently been at the top of usage throughout NUPL.


Vivillon @ Flyinium Z
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Hidden Power [Ground]
- Quiver Dance
- Sleep Powder
HP Ground is a cool tech for Togedemaru.


Braviary is really good and people should use it more. It's not very splashable but defiant is such a good ability because it's almost guaranteed somebody will bring something that lowers your attack like intimidate or strength sap.
 

Bughouse

Like ships in the night, you're passing me by
is a Site Content Manageris a Forum Moderator Alumnusis a CAP Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Well, we're out so I guess I get to post here now. I don't think I played well this NUPL at all, but I do think I at least built a few decent things in DPP. I also helped team building/selection in GSC, ADV, and BW, but I think the only one I fully built myself was the one MDrag used against Pearl. But since he won with only 4 mons, I don't feel like revealing the full team :p I'll keep it as a surprise for another day.

DPP:

Six Plagues

Week 1 was during passover, so I nicknamed the mons and semi-themed the team around the 10 plagues, though obviously I could only pick 6. The real MVP of this team is the angel of death, Marowak, who is pretty criminally underused. Take a look at your teams and any team with a more offensive Rhydon or Gligar, consider a Marowak. Its immediate power is truly shocking. It also abuses bulkier Regirocks (or even more offensive Regirock that don't have EQ) like nobody's business. Its EQ hits as hard as CB Rhydon, and while it lacks a second STAB, it has the ability to change moves and no 4x weaknesses. It even has enough bulk to live one very strong neutral hit, such as
252 SpA Life Orb Charizard Fire Blast vs. 252 HP / 0 SpD Marowak: 271-321 (83.6 - 99%)
or a weaker SE hit, such as
0 SpA Slowking Surf vs. 252 HP / 0 SpD Marowak: 248-294 (76.5 - 90.7%)

Happy Dino

Against Heysup I knew I wanted to bring something with a pretty clear win plan. I also wanted to bring a strong sleep absorber since everyone seemed to be spamming Venomoth at this point in the season. Curse Regirock fit the bill. 2 Grasses to help handle the grasses and waters that Regi hates, and both Grasses are also win conditions in their own right. Boom Electrode to lure in and boom on something like Sandslash for Regi or Vileplume for Meganium. Wisp Colbur Sunny Day Boom Drifblim is a cute set that helps cripple Skuntank, set up Sunny Day and then successfully boom, setting up Shiftry to go with its best counter taken out. Boom really is the Bughouse special. Nidoqueen is really just a generically good glue mon since I still needed rocks, a more stable fighting resist than Drifblim, and probably a tspikes absorber juuuust in case. Also I lied in the game, heh. Meganium is not max attack.

The Bad Version
The Better Version

I reused this team but with a change. While I SHOULD have won the first game against ima with the worse version, I had an aneurysm and lost to BellyZard. Funny enough, the team I originally made was actually the better version. I then changed it to the worse version before playing ima because 1) I love Explosion and 2) I somehow made myself think that scarf medicham and electrode made the team "faster" than band medicham and scarf manectric, despite the fact that scarf manectric is naturally the second fastest thing in the tier after the somewhat rare scarf tauros. This bit me in the ass when I ran into a +1 base 100 mon and couldn't revenge it :/ Getting rid of Electrode w Boom for a Manectric is still signature Bughouse though because Choice users with Trick/Switcheroo is one of my other common teambuilding crutches. I'm not sold that either version of the team is actually great (certainly not as pleased with them as the first two linked above), but the Manectric version is definitely better regardless. The set that started the team was actually the sub toxic mantine, which I think is a neat idea not really explored in DPP much, but has been used in later generations. It works quite well against some standard cores like Sandslash, Regirock, Slowking. HP Flying also hits Vileplume surprisingly hard.


Memes:

GSC:

This meme beat Watchog in a test
Curse Bayleef is legit. Leech Seed mechanics in GSC are also kinda meh, so it might be better with Synthesis and an attack... HP Ground/Rock?
Present on Wigglytuff is also pretty unexplored.
This team is not good lol. But some exploration with those sets might be.

BW:
I was asked to build around Dustox...
The team is definitely not ready (and not serious), but I was also really struggling to cover everything with the other 5 mons. Still, I think this could win in the right matchup.

My version of CombuskenPass
IMO, better than the one HJAD actually brought :p Scraggy never loses.
 

shiloh

is a Member of Senior Staffis a Top Tiering Contributoris a Contributor to Smogonis a Top Tutor Alumnusis a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnusis an Administrator Alumnusis a Dedicated Tournament Host Alumnusis a Past WCoP Champion
Tiering Lead
got off 2 a fairly rough start this nupl so idt i built as much as last year, especially considering spink picked up a lot of the slack in tiers like dpp (as well as all his own teams). did have a lot of fun tho mainly bc everyone was a blast to team w/, spink and rik being two goats especially.

ill still go over a few teams i did build tho, mainly going to be bw as i feel thats the tier i was able to get the most creative w/ and have the most solid builds.


vs insult
specs camel was smth that stood out 2 me as a fun pick in the current meta, esp considering ppl arent running a ton of speed on golurk so u can just take them out t1 w/ a nascar spread. custap costa was a cool rocker that i think i stole from an old bw spl game i watched, really great @ getting up rocks and then being able to take out 1 or 2 other mons, pressures other rockers especially well which just makes it a cool pick in this meta. finished it off fairly standard, mandi+garb is just a dope defensive core that can handle a lot of common offensively oriented mons like samu/serp/kanga etc. also helps that spikes/tspikes r broken in this tier due to the lack of good hazard control so once garb is able to get up a layer or two the rest of the team is able to be that much more effective. gurdurrs one of my fav mons to use in the tier atm, bulky as fuck as well as being able to sweep a lot of common balance structures that revolve around picks like mandi/mola etc. pairs especially well w/ garb as you can just boom to take out the opposing psn type and then go to town w/ gurdurr. gard is the perfect last mon here as it gives gurdurr a second life so it can set up again lategame and win. despite the lack of a water resist, i think this team is pretty cool and is def one of my favorite bw builds. did get a bit lucky in the game w/ a crit on mola but judging by how the end game played out i think my mandi+spikes was going to win long term in the end,​

vs raseri

kind of just wanted to abuse some broken shit this week so i went w/ duosion + cb sawk, both of which are dope mons alone and just even better together. paired w/ broken spike support from garb as well, and just rounded out the team w/ pilo & dual elecs. this team wasnt as creative and was just a result of me watching a few replays and kind of just taking parts of each that i liked 2 make a cool team. sawk was tpunch here bc i was told ras likes peli in bw, so that can be changed to a few diff things depending on the opp. most of the time it just clicks cc tho and is able to 2hko just about everything aside from bulky psychics & ghosts. dual elecs work well in tandem to break down each others checks and form a cool voltswitch duo to get in sawk as much as possible. both of them scare away grounds as well w/ blizz&hp grass respectively, so it just makes clicking volt w/ spikes&sr up that much more killer. the game was going mostly to plan w/ me breaking w/ cb sawk early but a lo kadabra was pretty hard to maneuver around (was assuming it was signal beam). crit on buzz sucked bc i just need a bit of chip on it to get it in duo range so that rotom could win from there. luckily duo was able to pull it out in the end tho, and was glad this team was able to pick up a win.​


built this as an option for myself to use vs insult bc i was in the mood 2 build w/ some strong choiced attackers @ that time, and ended up just giving it to star when he had to play raichy. this is honestly a fairly simple kangagarb build, cb golurk to hit shit hard w/ eqs and punches, mandigarb defensive duo which support kangas ability to break a ton of holes w/ fake out+de+hazards up. costa was the rocker here as well bc i didnt rlly see a reason to use any other rocker due to how well this fit on builds like this. scarf ape was added just as some additional speed control and as a cleaner once kanga/golurk have had their fun.​



spent a lot of time one week trying to nail down a leafpass build i didnt hate, think this was the one i settled on as being the most optimal for what i was aiming for. gurdurr/skunk were my main recipients here, seeing as how gurdurr+hw is such a deadly duo, being able to pass it +2 boosts from the start or subs is amazing. skunk is also great at just being a breaker w/ a sd boost under its belt. still unsure on whether or not this team is that good, but i think its a decent starting point @ the very least for any future endeavors w/ this core.​

Gardevoir @ Leftovers
Ability: Trace
Shiny: Yes
EVs: 236 HP / 56 Def / 8 SpA / 208 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Protect
- Will-O-Wisp
- Taunt

a gard set i found rlly dope due to the only dark type only rlly being skunk which isnt the hardest to play around. was never able to really build smth i was happy with tho, even tho this set put in a ton of work whenever i tested w/ it. combo of wisp+taunt+tect is just great, especially w/ psychic added on as well to just get solid dmg off vs a lot of stuff. options like focus/signal also work>tect if u dont wanna be hard walled by all dark types.​
 

Honko

he of many honks
is a Site Content Manager Alumnusis a Programmer Alumnusis a Top Contributor Alumnus
I play DPP.


vs Bughouse

Bughouse loves Skuntank and Regirock, so I built this team intending to eliminate one of them with DBond Haunter and then sweep with SubCM Drifblim. He didn't end up bringing either of those, but the team matchup was fantastic for me anyway. The Sleep Powder miss certainly made things easy for me, but I would have had to choke really hard to lose this match from that point regardless. Other than the dual Ghosts there's nothing too fancy going on here, it's a pretty straightforward offensive team. Specs Zard is a fun lead and maybe a little scarier to initially switch into now that SubToxic is almost the standard Zard set. Shiftry's a cool scarfer that helps with overloading Skuntank. Regirock is Regirock. Poliwrath rounds out the team, giving me a solid switch-in to stuff like Sharpedo and Floatzel (and weak-ass Lapras, as it turns out).


vs DeepBlueC

You don't see Victreebel much outside of sun teams in DPP. Shiftry's usually better since it can switch in on Slowking, has better secondary STAB, and can boom. Vic has some cool things going for it too though: it's stronger, it switches in on non-Slowking Waters basically for free due to Toxic immunity, and it has Sleep Powder. I think overall this is one of the coolest teams I've built in quite a while. Sharpedo and SD Sandslash smash a lot of common defensive mons, and the few things that stop them (Poliwrath, Meganium) give free switches to Victreebel who puts something to sleep and then nukes stuff with Leaf Storm. Cradily + Slowking is a pretty solid defensive core (EQ on Cradily is to prevent Magneton from coming in and setting up a sub). Magmortar is probably the best overall scarfer in the tier imo, and also one of the better sleep absorbers. Unfortunately in my match with DeepBlueC I made a couple of really bad, passive plays with Slowking and Cradily in the middle part of the match that put me in a bad spot I never really recovered from, and I probably would have lost if not for getting a crucial crit near the end. I really wish I had played that match better since I'm pretty happy with this team and would like to have been able to showcase it better.

Thanks Raseri for drafting this crusty old fart.
 

0NI

j'arrive
some stuff i made during nupl




Gurdurr @ Eviolite
Ability: Guts
EVs: 248 HP / 68 Atk / 36 Def / 144 SpD / 12 Spe
Impish Nature
- Bulk Up
- Drain Punch
- Knock Off
- Mach Punch

I was looking for a cool mon that can check a lot of threats and I saw its muscles in pu list so I tried to do something with gurdurr.
I didn't play this thing in nupl but i got the idea when i was building for nupl - I used it 2 times during my nu major run, semi & final - way more on the ladd

Some cool calcs

252+ Atk Choice Band Iron Fist Pangoro Drain Punch vs. 248 HP / 36+ Def Eviolite Gurdurr: 156-184 (41.8 - 49.3%) -- guaranteed 3HKO

252 Atk Passimian Close Combat vs. 248 HP / 36+ Def Eviolite Gurdurr: 124-147 (33.2 - 39.4%) -- 100% chance to 3HKO

0 Atk Golbat Brave Bird vs. 248 HP / 36+ Def Eviolite Gurdurr: 144-170 (38.6 - 45.5%) -- guaranteed 3HKO

252 Atk Aerodactyl Supersonic Skystrike (200 BP) vs. +1 248 HP / 36+ Def Eviolite Gurdurr: 252-296 (67.5 - 79.3%) -- guaranteed 2HKO

+2 252 Atk Incineroar Flare Blitz vs. 248 HP / 36+ Def Eviolite Gurdurr: 240-283 (64.3 - 75.8%) -- guaranteed 2HKO

0 SpA Blastoise Scald vs. 248 HP / 144 SpD Eviolite Gurdurr: 69-82 (18.4 - 21.9%) -- possible 5HKO

252 SpA Choice Specs Heliolisk Hyper Voice vs. 248 HP / 144 SpD Eviolite Gurdurr: 178-211 (47.7 - 56.5%) -- 87.5% chance to 2HKO

252 SpA Life Orb Sigilyph Air Slash vs. 248 HP / 144 SpD Eviolite Gurdurr: 250-296 (67 - 79.3%) -- guaranteed 2HKO

252 SpA Choice Specs Sigilyph Air Slash vs. 248 HP / 144 SpD Eviolite Gurdurr: 288-338 (77.2 - 90.6%) -- guaranteed 2HKO
252 SpA Choice Specs Sigilyph Psychic vs. 248 HP / 144 SpD Eviolite Gurdurr: 342-404 (91.6 - 108.3%) -- 50% chance to OHKO
252 SpA Choice Specs Sigilyph Psyshock vs. 248 HP / 36+ Def Eviolite Gurdurr: 222-264 (59.5 - 70.7%) -- guaranteed 2HKO

+1 252 Atk Scrafty Shattered Psyche (160 BP) vs. 248 HP / 36+ Def Eviolite Gurdurr: 272-320 (72.9 - 85.7%) -- guaranteed 2HKO


/


This team has different versions (3) :

https://pokepast.es/6c36df793b9d9903
https://pokepast.es/cf7af78ddc16f53b
https://pokepast.es/2d4ab6373f9eeeac

This main idea of this team is to punish comfey & poison/grass checks with trick because people will generally send Garb/Weezing/Golbat vs Comfey. If one of these mons is locked on a move then it will become nothing more than an useless mon that allows Roselia/Victreebel/Decidueye/Aggron to setup. Comfey also has hp ground to kill Togedemaru and to deal some damages to Poisonium Garb / Steelix / Silv Steel. This team doesn't have hazards removers but it doesn't need so don't worry


_____________________




A dumb water spam offense

I liked this kabutops set so I wanted to play a stupid team around 3 waters and 2 WP Mons. don't worry, the MU vs Seismitoad/Blastoise is decent thank to sub vapo and omastar hp grass. You don't need to do hp grass directly vs Seismi because the opp will prob scout, don't waste the surprise, seismi can't ohko. Now vileplume is banned this team can be really funny


I didn't want to share classic and boring things you mainly play because it's useless so have fun with these ones
 


brought this vs jarii week 5, fairly simple team. hex rotom is a pretty fun mon to use, since it spreads burn and hexes shit and still retains rotom's great abiity to pivot. normally i prefer more offensive sets with stuff like spell tag, but this variant is good too because it just doesn't fucking die, though i have volt switch over discharge because sometimes there can be awkward spots where you would want to rather just get out as opposed to doing a mediocre amount of damage and crossing your fingers for para. this is supported by your basic cast of goons on the hazard side of things - piloswine and garbodor both carry their own weight, rhydon is an option over swine so that stuff like swellow and sd zard become less of an issue but i prefer pilo's access to shard as a emergency button against sweepers like lilligant and potential to dick stuff like vileplume. liepard fulfills the role of trapping the usual psychic and ghost types while spreading knock off so rhydon and yama become less of a nuisance. iirc seed bomb was not meant to actually be on here lol, something like sucker or encore for ludicolo can be used instead. samurott is a typical wincon on these sort of teams, as it does have good enough bulk to get a boost off and with spikes up in the lategame it makes the difference when trying to pick things off with ajet. similarly mesprit also is able to clean, checks what it needs to and can throw off a hw for rott or rotom. there's not much that is actually interesting about this team LOL its pretty basic but it does the job.



this was built on the premise of ebelt vire + specs bird, with evire being able to fuck over rhydon and av lanturn so that swellow can go into town. neither of the targets particularly require a lot of chip in order to even drop from evire which is really great. this is complemented through a pretty typical defensive core of rhydon + pelipper that covers most threats and maintains the hazard game. rhydon has megahorn here as opposed to sd because the latter was mostly used to beat crodino 1v1 which no one reaaaally uses anymore, whereas megahorn pops the ever so annoying malamar. pelipper is tanky as fuck, checks yama, and throws off scald and canes. as straightforward as it is i'd say its pretty great at dealing with fightings that don't run the coverage for it. shiftry is used to revenge kill shit, i liked it for its great stab combination and its access to boom to trade with shit like av yama. rock slide is used here for charizard, ironically enough if i had sucker over it i wouldn't have gotten fucked up by fcharge mag but it is how it is. clef spreads para for evire, as well as being a somewhat awkward "sweeper' that is more meant to just be annoying than anything else, because most teams will never really be swept by clefairy in itself but it is nice to get a few boosts and throw out some moonblasts, since it isn't particularly hard for it to do so.



bulky offensive-ish team here. flareon is a pretty typical and boring lead, but it's great to dick over other leads like glalie, venomoth, and metang. it spreads toxics, it scouts, it wishes, it tanks shit, the usual. wailord + pidgeot is a pretty neat offensive core despite being weak to the god forsaken rat since there isn't much that can really switch into it, and wailord can trade with mons that outrun / tie with bird as well as check rocks and steels to an extent. cacturne is somewhat of an oddity, roselia and glalie are more common of spike setters but cacturne offers as a decent check to haunter and non hp fire chimecho while also being able to disrupt stuff through encore. haunter has good coverage and can be a decent back up check to stuff like hitmonchan and a weakened wailord, sub hypnosis is a weird last 2 and i was honestly considering not using it here but sub takes advantage of being able to scare out roselia and hypnosis is really great to punish special walls like lickitung that wanna try and pass wishes to stuff. pupitar was kinda just slapped on for a lack of a better idea for a last - it's a decent flying check, and it's strong as shit. honestly i never expect this mon to sweep and would rather just throw out its stab moves but hey its able to dd sometimes i guess.



sudo lead is pretty swell, it hits hard and can take just about any physical hit and throw back strong rock slides - great coverage to boot as well as boom potential. unfortunately it's slow as balls but it does have some great lead matchups, with the bulk giving u the ability to donk hitmonchan........i think. ull lose a lot of ur health but ull be able to deal with it. glalie is arguably the best spike setter for offensive teams, kinda mediocre speed tier but u can get at least one spike off on most things and be able to throw off a boom on another. bright powder is here at rozes' suggestion since lefties recovery is useless on this thing and status doesnt get into glalies way enough where it actively warrants lum. flareon wailord flying is back again as well, golbat this time since its more of a fighting resist and sludge bomb poisons can be really obnoxious. thief complements the spikes shenanigans well. metang is here lastly for defensive utility, with tox tect being able to weaken shit for the rest of the team to deal with later on.


 
my teams i used

Week One vs Peli

NO KRABS (Golurk) @ Yache Berry
Ability: Iron Fist
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Earthquake
- Shadow Punch
- Stealth Rock
- Stone Edge

KRABS BAD (Garbodor) @ Rocky Helmet
Ability: Aftermath
EVs: 212 HP / 236 Def / 60 Spe
Impish Nature
- Drain Punch
- Gunk Shot
- Seed Bomb
- Spikes

F*CK THE KRABS (Serperior) @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 3 Atk / 30 Def / 30 SpD / 30 Spe
- Calm Mind
- Giga Drain
- Substitute
- Hidden Power [Rock]

KIYO SUCKS!! (Duosion) @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Signal Beam
- Recover

samdslash (Alomomola) @ Leftovers
Ability: Regenerator
EVs: 100 HP / 156 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Toxic
- Scald

BETRAYAL (Rotom-Fan) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Thunderbolt
- Volt Switch
- Trick


I got counterteamed hard week 1 as my good friend Kiyo informed me that I use the same 6 mons on every team and always lose to Rotom-F, so after week 1 I tried to vary me builds some more to prevent that from happening


Week 2 vs Rabia you're a pussy



egg (Exeggutor) (M) @ Choice Specs
Ability: Chlorophyll
Shiny: Yes
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
IVs: 3 Atk / 30 SpA / 30 SpD
- Leaf Storm
- Psychic
- Sleep Powder
- Hidden Power [Ground]

Probopass @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 56 SpA / 200 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Power Gem
- Toxic
- Volt Switch

Primeape @ Choice Scarf
Ability: Vital Spirit
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- U-turn
- Ice Punch
- Stone Edge

Rotom-Frost @ Chesto Berry
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Thunderbolt
- Volt Switch
- Rest

j (Drifblim) @ Flying Gem
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Acrobatics
- Will-O-Wisp
- Substitute
- Disable

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 116 HP / 224 SpA / 168 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Earth Power
- Substitute
- Toxic


eggy probo is my secret to winning this year, eggy is legit great specs leaf storm kills everything and probo is one of the only switchins to rotom-f and charizard. Objective with this team was to clean with acroblimp, hoping to weaken electric types with Seis and Rotom-F. Offensive SubTox Seismitoad is another set I like as it can get my team free turns vs Mola. EVs are to outrun Gorebyss + mons that creep it by 1, HP EVs mean CB Ape cant OHKO me with no hazards up, also lives Specs Altaria Draco but you do literally negative damage to it.



Week 3 vs Insult

bravriary (Braviary) @ Leftovers
Ability: Defiant
EVs: 252 HP / 192 SpD / 64 Spe
Careful Nature
- Bulk Up
- Brave Bird
- Roost
- Substitute

glork (Golurk) @ Rocky Helmet
Ability: Iron Fist
EVs: 156 HP / 232 Atk / 16 Def / 104 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Shadow Punch
- Magic Coat

ragirock (Regirock) @ Leftovers
Ability: Clear Body
EVs: 248 HP / 236 Atk / 24 Spe
Impish Nature
- Stone Edge
- Toxic
- Earthquake
- Protect

peliper (Pelipper) @ Leftovers
Ability: Rain Dish
EVs: 248 HP / 44 Def / 216 SpD
Calm Nature
- Scald
- Roost
- Toxic
- Hurricane

dittoo (Ditto) @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Atk
- Transform

superior (Serperior) @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Calm Mind
- Giga Drain
- Hidden Power [Ice]
- Taunt


he got 6-0d by Brav in USUM so we thought it would be funny to try to do it in BW but it didnt work. Ditto is a cool scarfer that I think is underrated, it does really well against offence. Serperior sucks this year and I think this is the last time i used it.


Week 4 vs Pinktidal:

cabbage brain (Exeggutor) @ Lum Berry
Ability: Harvest
Shiny: Yes
EVs: 248 HP / 176 SpA / 84 Spe
Modest Nature
IVs: 0 Atk
- Rest
- Sleep Powder
- Giga Drain
- Psychic

8 (Swellow) @ Toxic Orb
Ability: Guts
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Quick Attack
- Facade
- U-turn

space heater (Gothorita) (M) @ Eviolite
Ability: Shadow Tag
EVs: 252 HP / 172 Def / 84 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Rest
- Thunderbolt

peanut butter (Probopass) @ Leftovers
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 56 SpA / 176 SpD / 24 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Power Gem
- Taunt
- Volt Switch

egotistical (Samurott) @ Wacan Berry
Ability: Torrent
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Waterfall
- Aqua Jet
- Megahorn

/me spinks (Mandibuzz) @ Leftovers
Ability: Big Pecks
Shiny: Yes
EVs: 248 HP / 140 Def / 120 Spe
Impish Nature
IVs: 0 Atk
- Foul Play
- Taunt
- Roost
- Toxic



Eggy probo appears again to get a free kill every time. No one uses Swellow anymore and it does pretty well vs teams with no mola. Lucky for me this week pinktidal had nothing to stop a CM tbolt goth if it came in on Mola so I got a free sweep with it.

Week 5 vs Chill Shadow


trash (Primeape) @ Fist Plate
Ability: Vital Spirit
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Encore
- U-turn
- Punishment

trasher (Misdreavus) @ Eviolite
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Thunderbolt
- Shadow Ball
- Nasty Plot

telecommunication (Gothorita) @ Eviolite
Ability: Shadow Tag
EVs: 248 HP / 168 Def / 92 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Thunderbolt
- Rest

trashest (Skuntank) @ Dark Gem
Ability: Aftermath
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Sucker Punch
- Pursuit
- Memento

mooooooooooo (Miltank) @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 236 SpD / 20 Spe
Calm Nature
- Body Slam
- Milk Drink
- Stealth Rock
- Toxic

negative (Seismitoad) @ Leftovers
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Scald
- Substitute
- Toxic

I thought I had a really good matchup with my NP Misdreavus. My game plan at the start was to kill Kanga and collect my win, but Chill Shadow had either the greatest or worst set I've seen on Kanga and almost got me with it if i wasnt lucky. With only Miltank capable of healing themselves the spikes phazing was super scary


Week 6 vs rozes

KaDABra @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 3 Atk / 30 SpA / 30 SpD
- Psychic
- Grass Knot
- Hidden Power [Ground]
- Encore

Sock (Sawk) @ Choice Band
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Earthquake
- Ice Punch
- Payback

Womandibuzz (Mandibuzz) @ Leftovers
Ability: Big Pecks
EVs: 228 HP / 144 Def / 136 Spe
Bold Nature
IVs: 0 Atk
- Taunt
- Toxic
- Roost
- Foul Play

Alomomomola (Alomomola) @ Shed Shell
Ability: Regenerator
Shiny: Yes
EVs: 68 HP / 152 Def / 252 SpD / 36 Spe
Bold Nature
IVs: 0 Atk
- Wish
- Protect
- Toxic
- Mirror Coat

HECK (Piloswine) @ Eviolite
Ability: Thick Fat
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Earthquake
- Ice Shard
- Icicle Spear
- Stealth Rock

Albert Taria (Altaria) @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 248 HP / 196 SpD / 64 Spe
Careful Nature
- Dragon Dance
- Roost
- Dragon Claw
- Substitute


I thought I could get a sneaky win with LO Kadabra, but dropping Signal Beam ended up costing me a lot. I was using Grass Knot in order to kill Golurk which I thought was a big threat. Grass Knot/Encore were moves that I changed a lot in testing, I had Recover and Calm Mind at one point but I found encore to me more consistent, I think I could have won this if I played better, but LO Kadabra is a set I wouldnt recommend


Week 7 vs Timer


Charizard @ Choice Scarf
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Fire Blast
- Flamethrower
- Air Slash
- Hidden Power [Grass]

Wartortle @ Eviolite
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Toxic
- Mirror Coat I think



Skuntank @ Lum Berry
Ability: Aftermath
EVs: 252 Atk / 172 SpD / 84 Spe
Adamant Nature
- Crunch
- Pursuit
- Sucker Punch
- Taunt



Regirock @ Leftovers
Ability: Clear Body
EVs: 200 HP / 252 SpD / 56 Spe
Impish Nature
- Stealth Rock
- Toxic
- Rock Tomb
- Earthquake



Exeggutor @ Choice Specs
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Leaf Storm
- Psychic
- Giga Drain
- Sleep Powder



Garbodor @ Black Sludge
Ability: Aftermath
EVs: 252 HP / 104 Def / 152 Spe
Impish Nature
- Spikes
- Toxic Spikes
- Seed Bomb
- Gunk Shot


One more eggy for the unfortunate end of our season. I had Icy Wind Wartortle to creep -1 252+ Mandibuzz until 5 minutes before the match where I changed it to mirror coat cause im a bitch. Scarfzard is a cool cleaner and the team was built to weaken shit with egg and speed lowering mons. (Un)fortunately this game ended as a timer win for me. I dont think the match was decided at the point of timing out but I was in a pretty rough position. I didnt use Garb for weeks 2-6 so I decided to try him again, decent mon i guess.

Other sets I invented but didn't use or sets for other tiers that people did use:

BW


Gardevoir @ Custap Berry
Ability: Trace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psychic
- Focus Blast
- Destiny Bond

Lickilicky @ Custap Berry
Ability: Cloud Nine
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Swords Dance
- Return
- Power Whip
- Explosion

Walrein @ Leftovers
Ability: Thick Fat
EVs: 24 HP / 252 SpA / 232 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Toxic
- Ice Beam
- Surf


DPP
Regirock @ Leftovers
Ability: Clear Body
EVs: 180 HP / 108 Atk / 192 SpD / 28 Spe
Impish Nature
- Stealth Rock
- Stone Edge
- Thunder Wave
- Earthquake

2HKO tauros with stone edge after SR while surviving LO medicham HJK with rocks up

Nidoqueen @ Choice Band
Ability: Poison Point
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Earthquake
- Pursuit
- Ice Punch
- Stone Edge


ADV
Porygon @ Leftovers
Ability: Trace
Shiny: Yes
EVs: 252 HP / 168 Def / 88 Spe
Bold Nature
IVs: 0 Atk
- Recover
- Ice Beam
- Thunderbolt
- Thunder Wave

Hitmonchan @ Chesto Berry
Ability: Keen Eye
EVs: 252 HP / 192 Atk / 64 Spe
Adamant Nature
- Bulk Up
- Sky Uppercut
- Hidden Power [Ghost]
- Rest


Torkoal @ Leftovers
Ability: White Smoke
EVs: 252 HP / 56 Atk / 40 SpA / 160 SpD
Sassy Nature
- Explosion
- Flamethrower
- Toxic
- Protect

attack EVs ohko 252/156+ chime
SpA ohko mawile

Crawdaunt @ Leftovers
Ability: Shell Armor
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Crunch
- Ice Beam
- Surf
- Protect

Dewgong @ Chesto Berry
Ability: Thick Fat
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 3 Atk / 30 SpA
- Ice Beam
- Surf
- Rest
- Hidden Power [Electric]

Meditite @ Choice Band
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Shadow Ball
- Baton Pass
- Hidden Power [Rock]

Chimecho @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Toxic
- Heal Bell
- Yawn
 
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Hey, had fun this season. Got to to live the impossible dream of playing every (good) tier at least once over the course of a single season and even though I ended up lazily recycling for the one ORAS I played (that tier's crazy btw, why do I have to try to figure which of more than one mon could feasibly be wielding AV) it was pretty nice to get to tinker on this and that. Much appreciation to my team for granting me the freedom to use what is likely big trash in the interest of personal enjoyment, makes me feel like I'm not quite washed yet. Figured I might share what I brewed this season (thereby exempting the one recycle, which I think is a neat team but is ultimately imperfect by way of no Psychic resist among smaller things, and the two dead games since I didn't end up finishing one and could maybe salvage the other one, which is currently less-than-playable) in an effort to dissuade further lazy recycling in future iterations should I play for them, but maybe they might actually be worth something to someone other than me and that would be cool too. Regrettably I only SM'd in post-plume ban weeks, but what can you do.


Week 1 [BW] vs PinkTidal

Didn't have a lot to go off of in terms of replays from this tier, I was really only familiar w/my opponent insofar as noting they'd be pulling some solid performances in these lower tier pls recently so I went with some fairly mercurial anti-bo / balance. Ended up taking a somewhat non-traditional approach w/the usual Spikes BO to work (I think) somewhat better around the strengths of Scarf Gothorita. This led me to pick up [Substitute] Mantine as an ok way for the team not to necessarily fodder to Ludicolo / Charizard, as well as providing a tool both to coerce Alomomola to stay in to position a safe Goth trap and either exploit Goth-forced Earthquake locks (as it did in the game) or simply undercut the necessity to hit every Hydro Pump or suffer crack-back. I have noticed a habit of mine to play balance and bulky offense more aggressively than most are comfortable, and that has sort of carried into my building practices at times, such as here where I really present very little with which to handle Scarf Rotom-F. This does prompt you as a player to consider it more actively in the early-game, keeping SR and using Golem if not as a direct switch, at least a deterrent for the 'free' Volt Switch and from there either getting the requisite chip with Gothorita as it is Blizzard locked or counterplaying via Mantine.



Week 2 [SM] vs HarrisIsAwesome

Just as I'm sure is the case for everyone expecting to play a Finchinator team, I was very bored prepping this week. Seriously though, I was for one reason or the other somewhat transfixed with making Gurdurr work this week; while a tendency to take Knock Off in playing its usual role as a tank does hinder it and overall we weren't without sturdy Fight resists, I was really enamoured with the top end it provided in your average offensively-skewed balance game, where I felt with proper support it could very easily make a turn for itself and eek at least a couple ko's by merit of most popular revenge-killers struggling with either his priority or natural bulk. Guts to me was no good, as Mach Punch just didn't meet my expectations without Iron Fist, nor did Ice Punch do enough to then-monstrous threat Vileplume, so I could reply upon it too heavily to play into Scald. Settled on what I felt was a pretty comfortable blend of members that could effectively apply pressure as needed to the key defensive pokemon and afford Gurdurr a sweep, which it did! As wack as the starting idea for the team was, I was fairly happy with the way all the moving parts here synced up, between Knock Off Toad targeting various key items for the team (Colbur Dhelmise, Colbur / AV King, Golbat Evio, Plume Sludge, etc.), Magmortar and Gurdurr finding outs to open up a win from the other, even Nuzzle Toge paralyzing Vileplume on generally safe Effect Spore fishes such that Gurdurr can outspeed and KO. CB Drudd is also tragically under-appreciated atm, SR sets are definitely strong and I used them in both my other games but it's such a brutal mon and its Pursuit is liquid gold. Also until 89-95 Base Speed Scarfers start gaining massive traction you might struggle to convince me Jolly Toge is better than Adamant, the biggest boon is that you have to luxury to lose initiative by U-Turning first in the mirror.



Week 4 [SM] vs tko

For whatever reason, I had the Laxes pegged as the Passimian-est, Golbat-edest team in the league, so I wanted to prep for that. Resist berry Pangoro was something that he been drawing me in since it dropped, and now to me felt like a perfect opportunity to make use of it. The general premise of it all was to use Pangoro as a tool with which to set up another Pokemon in the endgame, be it Vileplume in the balance match-up or Specs Accelgor vs offense. This sort of pushed me to go down the rabbit hole that was the Vileplume mirror match-up, of which my conclusion was that a Modest nature nature with a certain amount of SpA (the one I have listed in the case of Z Poison or I believe a final 298 SpA in order to 2HKO any given spread at +2) and a ton of creep, to diminishing returns on bulk because of course that creep is basically just for that one match-up and by the time you're EV'ing for it security against something like Heliolisk is already out the window. Fortunately nothing like that became quite so difficult in application, since I was given liberty to just force that mirror outright and reap my OHKO at +2 in spite of losing the creep game, but I digress. Scarf Rotom isn't a Pokemon I have much love for and I understand why many people feel the same, but there comes time where the speed control is valuable and oftentimes when it doesn't using it simply as a Trick user is fine too. As for RH Drudd, I do feel it's genuinely underrated by the average tour type, terrible stigma behind it but being able to force a Passimian or Toge to take all that damage just to get the prediction "right" in scaring out Pangoro and U-Turning is something that is ripe for exploitation on the proper team, and from the perspective of someone that admittedly doesn't play all that much, Xatu just doesn't feel as good as it used to (not bad, just less great, and maybe not worth dedicating an ability slot to every time).



Week 5 [SM] vs Hootie

Recent scouts were showing a fair few traditional balances with a somewhat physically offensive leaning. More importantly though was Water-types lacking sustainability and Ground immunes that were liable to drop to a well-timed coverage move, which struck me as a solid window for Mudsdale after getting hyped on him, like, two years ago. Settled on a pretty traditionally built bulky offense overall, setting up a paralysis platform to better push through as needed and mons designed to come out on top in attempted trades should all that fall through. The Golbat set is beyond ugly for sure, but losing vs most SR setters isn't so bad here when it's much moreso for [Toxic] Spikes clearance here, and while it was primarily here to respect Plume I still do value it for being able to push through Vaporeon or what have you should the situation warrant.



Semi-Finals [ADV] vs MDragon

Sam had been running a lot of teams I've dredged up from past NUPL's, with the exception of a Baton Pass team and I think(?) a Magby team in the earlier half, but given what I felt was an abnormally high sum of HO's from me in this tier, I was hoping to go for something a bit more restrained for this game. MDrag seemed to simply roll with what he felt comfortable, specifically balance with a focus on punishing the mirror, moreso than actively prepping against what his opponent runs, so the baseline here was bulky offense that punishes typical balance sequences; double Normal / Flying resists to exploit the tendency for players to assume their bird is 'free' once they've pressured the Rock / Steel to trade, fast HP Fly Cacturne to punish zealous Roselia play, etc etc. The Arbok set, which got brought up talking to Pearl earlier in the season as essentially good Swalot, put in quite a fair bit in its game moreso for the surprise factor of it I feel, but all the disruption and defensive utility it provides to a team to me makes it a worthwhile pick overall. Let me use Dewgong as well, which I love as a mon and am only running it as sparingly as I do for the liability it brings as a Water in the game the opp finally makes the Pupitar call and of course the competition of Wailord, best mon in the tier. While I will say that I don't regret the Macargo choice (limits Glalie to 1 layer, explodes on relevant targets, frees up Metang to run something a little more offensive), and honestly Resttalk is a set I think is totally worth running atm, it was a disappointment and I need to be emotionally honest about as much.



Semi-Final Tiebreak [DPP] vs MDragon

I could fish up logs of me getting mad at my team for making me have to not only win games in 2019, but against actual good players twice in a row to stay afloat. Hate to see it, really. MDrag again showed an affinity for fat and just playing better than his opp and if you don't think I'll do my best to take playing better out of the equation then you don't know me. The team itself was a fairly straightforward semi-stall, in the interest of presenting a context where the opponent was more inclined to believe the Block user is a more conventional set (which, at least to me, is the #1 thing folks will neglect in the building process for these kinds of teams), though in application things went a bit more direct. From there some early-game positioning w/Skunk and poison and a shame of a turn w/Skuntank on Plume, everything more-or-less went as intended. There are definitely resources allotted to other match-ups here, but overall is not for the player you think might pull some surprise HO.



Finals [ADV] vs Megazard

I think Megazard is a solid player, but for better or worse is the 'type' of builder that I struggle to find that spark for when prepping myself. Ultimately that lent itself to what I'd see as a pretty blasé Spikes offense from myself, albeit with a few little tweaks for colour; the Wailord set used was (in theory) meant to serve a significant role in the balance midgame, finding a turn v.sableye and discouraging the option of playing around Self-Destruct so I could get favourable results, and after unabashedly taking credit for Brightpowder Glalie I sought to respect his higher Venomoth usage and inclination to assume for a cheesier item via a bulkier Lum set. I also thought today would be the day to cash in on what I think might've been 0% Chimecho usage, which I feel panned out rather nicely. Tragic endgame, hate to see it happen but the game was fun and I had the opp to (begrudgingly) bring it back afterwards so que sera sera.


Finals Tiebreak [ADV] vs Heysup

I had less to go off of with this game and settled on just bringing some of the brokens; a focused Diglett offense to me stood out as both comfortably out of my wheelhouse and consistent vs the types of teams I saw Heysup as feeling most comfortable with. I felt the best way to achieve this was a series of quick / sub-pass users looking to either pay off on an AOA Wailord or Diglett, utilizing either Tropius in the endgame (with the luxury of running both Synthesis and Sunny Day affording it the liberty to avoid nearly as much fishing from Pokemon like Haunter that it might strive to check, as it did in the game) or taking things more aggressively w/Flail Vigoroth. Honestly this one was one of my favourites from this season, and it was pretty cool to see it scare the fuck outta me w/the prospect of losing another to a Haunter crit but then not.

Hopefully this was of someone value to someone. S.o elodin for pinning his hopes on an act loss that doesn't even play mons multiple times, s.o garay for ditching and forcing me to play in the regular season multiple times, s.o the rest of the team for being helpful and the various ppl that swarmed the chat once teams started getting elimmed, and s.o all y'all for watching and making it fun to play.
 
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Rabia

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GP & NU Leader
1000th post time woohoo. Decided I'd dump some of the stuff I enjoyed using here and some other things I enjoy using in this tier.

185056
185057

WEIRD HEAD (Crawdaunt) @ Leftovers
Ability: Shell Armor
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Surf
- Crunch
- Ice Beam
- Protect

CONSUME (Huntail) @ Leftovers
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 2 Atk / 30 SpA
- Rain Dance
- Surf
- Ice Beam
- Hidden Power [Grass]


I brought this versus good friend spink given I expected some sort of offensive build that relied on a more offensive Wailord to check Water-types; the plan was to use Crawdaunt to get through Wailord and a potential Roselia so that Huntail could clean late-game. Protect was there because it sounded like a cool tech against potential Glalie leads and worked in testing fairly well. The main problem I ran into was spink preparing quite literally for Huntail in specific from me LMAO, so that was unfortunate. I think Huntail is passable enough but just sorta sucks right now given Wailord's dominance and Roselia still existing. It's workable, but I think Bellossom is far and beyond the best weather abuser in the tier.

185069
185070
185072

SIN OF WRA(I)TH (Diglett) @ Choice Band
Ability: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Sludge Bomb
- Double-Edge

SIN OF SLOTH (Mawile) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Hidden Power [Steel]
- Toxic
- Protect
- Baton Pass

SIN OF LUST (Bellossom) @ Leftovers
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 2 Atk / 30 SpA / 30 Spe
- Sunny Day
- Solar Beam
- Hidden Power [Fire]
- Sleep Powder


Brought this versus noitu because to beat a cheeser, you bring cheese. I think what I remember from scouting was that his Bellossom checks were always really prone to being trapped by Diglett but also really took advantage of Mawile, so Baton Passing into Diglett seemed really easy to accomplish. As the game went, this plan worked perfectly. Although some people aren't as high on Mawile given it doesn't check Chimecho and Haunter like Metang does, I still enjoy the unique blend of support it can provide, and being a sturdier answer to Flying- and Normal-types is nice against certain players.

185073

SIN OF PRIDE (Glalie) @ Bright Powder
Ability: Inner Focus
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Spikes
- Ice Beam
- Earthquake
- Explosion


Also brought this versus noitu. I really went hard with the "remove anything that could maybe take a hit from Bellossom" strategy. I had wanted to try a more physically based Glalie for awhile, and it was effective in chipping Metang down into Diglett range. Bright Powder is definitely a meme, but it's a fun meme, and I didn't expect a Venomoth lead from noitu, so Lum Berry didn't feel particularly necessary.

185074
185075
185076

LET LOOSE (Venomoth) @ Leftovers
Ability: Shield Dust
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sleep Powder
- Substitute
- Baton Pass
- Sludge Bomb

DEPTHS OF HELL (Mawile) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Baton Pass
- Toxic
- Protect
- Hidden Power [Steel]

GIVE YOUR SOUL (Pikachu) @ Light Ball
Ability: Static
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Thunderbolt
- Surf
- Hidden Power [Ice]
- Substitute


Versus kaori, immediate thing I noticed was the consistent core of Flareon + Roselia + Chimecho, which was really easy to pressure with Pikachu so long as I got that one little Spike up. Pikachu obviously sucks at getting in, and so I brought double Baton Pass support to ease access in along with sleep support. The annoying thing I noticed trying to build with Pikachu was how Diglett weak I felt I would be and how offensive Fire-type weak I felt I was. I didn't really mind given my scouting, but it was something I noticed. Maybe a Pelipper could work its way in alongside Pikachu in another build.

185077
185078

Flareon @ Choice Band
Ability: Flash Fire
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Double-Edge
- Shadow Ball
- Fire Blast
- Quick Attack

Huntail @ Leftovers
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 2 Atk / 30 SpA
- Rain Dance
- Surf
- Ice Beam
- Hidden Power [Grass]


This was another variant of "please make Huntail relevant late-game" that I wanted to try but couldn't get to feel right. Essentially, CB Flareon says fuck pussyfooting around bulky Water-types and just beats them down immediately. I don't really remember the problems I encountered when building this; I think it just came down to defensive synergy looking off. My main issue with Huntail outside of metagame trends really just lies with the lack of a good Water-type check sucking ass. It almost forces you into going Roselia or running like double weather, which has its own issues. I'm probably going to revisit this because I just really wanna use CB Flareon lol.

185080

Sableye @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 3 Atk
- Calm Mind
- Recover
- Hidden Power [Dark]
- Rest

neomon can attest to how many times he lost to this when I was first learning ADV LMAO. This is just a really fun set that lets you retain most of the defensive utility of Sableye while functioning as a fairly competent wincon. It doesn't really fit anywhere other than stall, and the only time I brought stall I felt really uncomfortable piloting it and didn't even bring him lol. I'll uncage him later..

185081

Seadra @ Petaya Berry
Ability: Poison Point
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 2 Atk / 30 SpA
- Agility
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]


This Pokemon is irredeemably bad unless you get the perfect matchup, which just doesn't pose itself very often. Seadra is pretty cool though in that it beats pretty much every other lead in the tier so long as you hit your Hydro Pumps. If you run into the one person that still isn't running a bulky Water-type though, this can potentially win from turn 1. I also think it's cute. Fuck with me.

This NUPL was a blast, and although I didn't have the ending I'd like to have had (or the beginning tbh lol), I think I did a pretty nice job showing that I'm a passable enough player. I definitely was going through some rough shit at times during this tournament but didn't want to let my team down by dipping out. Maybe it would've been better if I had, but fuck it man lol. The rest of this will just be dumb post benchmark shoutouts, so feel free to stop reading now if you don't think I'm gonna give you a mention.

kay fuck you for getting me invested in this tier but thank you for supplying me with good music!!!
Eternally fuck you for getting me invested in this tier but thank you for giving me eclout!!!
Kiyo you're still shit at chess L
spink ty for helping test during NUPL and building teams with/for me, had some good convos about the tier too surprisingly enough!!
Raseri thanks for drafting me and starting me every week for some unknown reason LOL was a great time my man
quziel def nice to talk about nu meta and tbh the random shit we occasionally discuss for no real reason other than why the fuck not
nui sports man, always good to get away from mons for a bit LOL
Jordy lyd Funbot28 tondas idk why y'all randomly approached me but ay always good to meet new people and make new friends :] y'all are all awesome and I'm glad y'all did just decide to introduce yourselves to me

yes i missed people. no i dont care. if you need a shoutout to feel appreciated then please reevaluate your mindset and seek validation elsewhere. perhaps start a garden.

this site definitely has its negatives, be it certain people or just how shit works here lol. but overall the community is worth the trouble i'd like to think.
 

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