Hello all,
I haven't really had much of a presence on the forums here at all, except my recent post in the Melmetal suspect thread, which you can read here, but I figured with generation eight coming to a close that I would share my main team for people to use if they so desire. I've been using this version of the team since the DarkShifu ban, very similar variations of it since at least the release of Crown Tundra, and the star,
, for the entirety of Sword & Shield. (Of course I used him in earlier gens, but not as commonly; I really think this is the best he's been since at least gen 3.) I will detail more of how the team was formulated and optimizations made along the way further down in this post.
One thing before we begin. I just wanted to provide the resources I use when making these comparisons and when teambuilding in general.
With that out of the way I'll get right to it.
(I originally had this at the end but had some recommendations to paste this first for the attention-deficit readers amongst you. If you wanted a tl;dr you could always have just scrolled to the bottom.)
The team:

https://pokepast.es/8519d094f36244e3
The team is built off of a defencive core; with Snorlax as the a special tank, and Suicune the physical one.
Melmetal is the mixed defence rounder who offencively supports Snorlax and Suicune.
Victini is the wallbreaker, with pivoting and disrupting capability.
Landorus-Therian is primarily for speed control and type immunities, but also has hard-hitting capability and like Victini, pivot and disruptor roles. Zapdos provides hazard removal, weather control, pivot action, and general coverage/defense for common threats/counters to the rest of the team.
On Snorlax:
⠀
⠀ Immunity | Thick Fat | Gluttony ⠀ 160 HP ⠀ 110 Atk ⠀ 65 Def ⠀ 65 SpA ⠀ 110 SpD ⠀ 30 Spe ⠀ 540 BST
Snorlax @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Curse
- Rest
- Body Slam
- Heat Crash
That concludes all the defencive calcs. I know it's a lot but I wanted to familiarize people with how bulky
really can be. Obviously, while Thick Fat is amazing (especially with many the fire threats),
does have that bit of extra bulk; in terms of general bulk alone of course
will come out on top. But that's not the whole story; I want you to now look at some of the offencive calcs. I'll try to keep the commentary to a minimum as I think the calcs speak for themselves.
While
does have a decent number of threats, opponents should be weary to just hard switch in to them;
's Body Slam can do good damage to some of the less defensive threats (see near the end of the offensive calcs) and often get Paralysis. Would you switch your physical attacker into a Scald? Teleport is a good way around this but if
has already gotten a Curse or two off even the teleport mon should be afraid of damage + Paralysis. I think that's just about everything.
On Suicune:
⠀
⠀ Pressure | Inner Focus ⠀ 100 HP ⠀ 75 Atk ⠀ 115 Def ⠀ 90 SpA ⠀ 115 SpD ⠀ 85 Spe ⠀ 580 BST
Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 248 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Ice Beam
- Rest
starts off with base 85 Speed, which in terms of real stats is 206. If we take a look at the speed tiers, we can see what the 20 Speed EVs do. We outspeed Adamant
and all of
's usage sets. We outspeed some
and tie with others (perhaps alternative tech would see one extra point into Speed, though we don't usually stay in on
). We outspeed some
and
. The biggest thing here are
and
, but I admit the tech is somewhat old and arbitrary; however, we really don't need the EVs anywhere else.
240 HP EVs let
reach 401 real HP. This means
has to now hit 5 Seismic Tosses instead of 4. But additionally, during those 4 turns before
would faint, Leftovers would have restored another 25%, making Seismic Toss a 6HKO. Combined with Pressure,
has to use 10 of its 32 PP just before
rests back up again and starts all over. If you are running near-max HP on a base 100 HP or higher mon, you should always consider going for 401. You can read more about ideal HP values in the link at the beginning of this post.
248 Defence is simple enough, max out defences with Bold. I was willing to take away the 4 EVs to bump speed. Feel free to take 4 EVs out of Speed and put it back into Defence.
On Melmetal:
⠀
⠀ Iron Fist ⠀ 135 HP ⠀ 143 Atk ⠀ 143 Def ⠀ 80 SpA ⠀ 65 SpD ⠀ 34 Spe ⠀ 600 BST
Melmetal @ Assault Vest
Ability: Iron Fist
EVs: 232 Atk / 132 SpD / 144 Spe
Adamant Nature
- Double Iron Bash
- Earthquake
- Thunder Punch
- Ice Punch
has amazing stats; he has a high enough natural bulk to allow us to not invest EVs into HP or Def but rather put it into his already great Atk. Additionally,
as great coverage moves that really allow 4-attack sets to shine. If we are running 4 attacks and not going pure offence (i.e. with Choice Band), then we can run Assault Vest, bumping up his SpD enough to constitute
as a mixed defence pokémon. I've detailed my thoughts on Melmetal to a considerably detailed degree, and just why he is so useful in the post I made in the suspect thread last month, which I have linked above. I'll mention some of the major points here but considering this post is already long enough you can just go there. Please read it through if you aren't fully familiar with
's uses.
I haven't really had much of a presence on the forums here at all, except my recent post in the Melmetal suspect thread, which you can read here, but I figured with generation eight coming to a close that I would share my main team for people to use if they so desire. I've been using this version of the team since the DarkShifu ban, very similar variations of it since at least the release of Crown Tundra, and the star,

One thing before we begin. I just wanted to provide the resources I use when making these comparisons and when teambuilding in general.
https://calc.pokemonshowdown.com/
We all know about the calc. Use this to see where to put the last few EVs.
https://www.porydex.com/stats/2022-10/gen-8-ou/1825
Porydex is an excellent visualization of the Smogon raw usage data, and additionally includes over-time graphs and pokémon/move data. A note about Porydex: unfortunately Smogon doesn't follow IV usage, so when Porydex lists a real stat value such as Relaxed
, it doesn't take into consideration the stat drop from 0 IV investment, and will list the real speed as 68 instead of 40. You can partially assume from the nature, but some subtleties are lost. Keep in mind some small amounts of data that are in the raw text may not be in Porydex and vice-versa. Personally, I don't recommend using Porydex (or the Smogon analyses) to copy-paste sets, but rather to use as a guide or reference.
https://www.smogon.com/forums/threads/ss-ou-speed-tiers.3672175/
While a bit outdated and can have values that are not common or lack some that are, this is a quick and easy way to check out the real speed values of most mons in the meta. Even now it can be useful if used in conjunction with Porydex.
https://marriland.com/tools/team-builder/en/
Most teambuilders have some strengths and some drawbacks, and I certainly don't love this one, but the format for showing defencive (and offencive) coverage is the most clean and straightforward. I find it to be the most helpful in this regard; synergistic typing is very important when building a team from a defencive core. It's easy to see why some cores are so good. Take a look at the resistance chart for
+
for example.
https://www.smogon.com/forums/threads/magic-number-of-hp.3456308/
There are also some general tips to follow in terms of EV investing and whatnot. This post details most of the pertinent HP options. Of course also when running a non-Physical attacker, make sure to minimize IVs in attack to reduce Foul Play damage. Reducing HP IVs to below a tens threshold reduces LO damage. Particular IV management may be necessary on ultra beasts. Putting the last 4 or 8 EVs into speed even on a slow mon is a great option to avoid speed ties.
https://www.smogon.com/forums/forums/technical-projects.107/
This is a really cool part of the forums. There are lots of cool websites or plugins here, from improved tooltips and in-battle AI prediction to teambuilders and moveset scalpers. (This is where Pokepaste and Porydex were born!)
We all know about the calc. Use this to see where to put the last few EVs.
https://www.porydex.com/stats/2022-10/gen-8-ou/1825
Porydex is an excellent visualization of the Smogon raw usage data, and additionally includes over-time graphs and pokémon/move data. A note about Porydex: unfortunately Smogon doesn't follow IV usage, so when Porydex lists a real stat value such as Relaxed

https://www.smogon.com/forums/threads/ss-ou-speed-tiers.3672175/
While a bit outdated and can have values that are not common or lack some that are, this is a quick and easy way to check out the real speed values of most mons in the meta. Even now it can be useful if used in conjunction with Porydex.
https://marriland.com/tools/team-builder/en/
Most teambuilders have some strengths and some drawbacks, and I certainly don't love this one, but the format for showing defencive (and offencive) coverage is the most clean and straightforward. I find it to be the most helpful in this regard; synergistic typing is very important when building a team from a defencive core. It's easy to see why some cores are so good. Take a look at the resistance chart for


https://www.smogon.com/forums/threads/magic-number-of-hp.3456308/
There are also some general tips to follow in terms of EV investing and whatnot. This post details most of the pertinent HP options. Of course also when running a non-Physical attacker, make sure to minimize IVs in attack to reduce Foul Play damage. Reducing HP IVs to below a tens threshold reduces LO damage. Particular IV management may be necessary on ultra beasts. Putting the last 4 or 8 EVs into speed even on a slow mon is a great option to avoid speed ties.
https://www.smogon.com/forums/forums/technical-projects.107/
This is a really cool part of the forums. There are lots of cool websites or plugins here, from improved tooltips and in-battle AI prediction to teambuilders and moveset scalpers. (This is where Pokepaste and Porydex were born!)
With that out of the way I'll get right to it.
(I originally had this at the end but had some recommendations to paste this first for the attention-deficit readers amongst you. If you wanted a tl;dr you could always have just scrolled to the bottom.)
The team:






https://pokepast.es/8519d094f36244e3
Snorlax @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Curse
- Rest
- Body Slam
- Heat Crash
Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 248 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Ice Beam
- Rest
Melmetal @ Assault Vest
Ability: Iron Fist
EVs: 232 Atk / 132 SpD / 144 Spe
Adamant Nature
- Double Iron Bash
- Earthquake
- Thunder Punch
- Ice Punch
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Trick
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Knock Off
Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 136 HP / 4 Def / 220 SpA / 148 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Heat Wave
- Hurricane
- Defog
Ability: Thick Fat
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Curse
- Rest
- Body Slam
- Heat Crash
Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 248 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Ice Beam
- Rest
Melmetal @ Assault Vest
Ability: Iron Fist
EVs: 232 Atk / 132 SpD / 144 Spe
Adamant Nature
- Double Iron Bash
- Earthquake
- Thunder Punch
- Ice Punch
Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- V-create
- Bolt Strike
- U-turn
- Trick
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Knock Off
Zapdos @ Heavy-Duty Boots
Ability: Static
EVs: 136 HP / 4 Def / 220 SpA / 148 Spe
Modest Nature
IVs: 0 Atk
- Volt Switch
- Heat Wave
- Hurricane
- Defog
The team is built off of a defencive core; with Snorlax as the a special tank, and Suicune the physical one.
Melmetal is the mixed defence rounder who offencively supports Snorlax and Suicune.
Victini is the wallbreaker, with pivoting and disrupting capability.
Landorus-Therian is primarily for speed control and type immunities, but also has hard-hitting capability and like Victini, pivot and disruptor roles. Zapdos provides hazard removal, weather control, pivot action, and general coverage/defense for common threats/counters to the rest of the team.
On Snorlax:


Snorlax @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 252 SpD / 4 Spe
Careful Nature
- Curse
- Rest
- Body Slam
- Heat Crash
Among the options pre-DLC,
had the third-highest HP stat of 160 (after
(190) and
(170), respectively), and a respectable Special Defence of 110. While there are quite a few mons with higher SpD, many are more offensive mons that just happen to have natural defence. With this in mind, if you wanted a special tank the main options were the following (sorted by descending SpD):

The issue still with a good chunk of these is that HP matters just as much when determining bulk.
,
,
,
, and
all have nearly half the invested HP as
, and many others don't have great typings to tank common special attacks. Many people don't consciously realize that one of the reasons
is so good at being a special tank is its typing (having only 1 weakness, to a mostly
type no less, and an immunity to a common
type). Not having weaknesses to common special-attacking types such as
or
for example is a huge asset in a special tank. Taking these considerations into account, the only real options pre-DLC to emulate
on one's team was
,
,
, and
(the latter only really because of perpetual Eviolite in the absence of Knock Off, but even then
often threatened it). When calculating the special bulk for these mons (real HP * real SpD),
comes out on top with 183k, followed by
and
at 155k, and
at 159k (106k without Eviolite). There's a reason
was so high (B+) in the viability rankings pre-DLC. After
was made available with Isle of Armor,
quickly fell out of favour but still maintained a presence at the bottom of the tier list. And with the release of Crown Tundra,
was forgotten almost entirely. While I don't think I need to discuss the reasons
is so useful as a special wall, I don't think
's disposal was one of much thought. Those who used
just did so in interim until
returned. A lot of people are unfamiliar with or have forgotten just how defensive
can be as well. In fact, aside from the similarly-bulked legendaries such as
,
, and
,
is the third most specially-bulky mon out of all 905 pokémon after
/
and
of all things. So really
is the
alternative, even now after the DLCs. Especially, when considering
and
don't typically invest in SpD,
's (invested) bulk at 183k is larger than
's (Knock-ed Off) at 174k and just 20% shy of
's at 220k. Perhaps more intriguingly,
's uninvested physical bulk, while somewhat low at 87k, is just a tad smaller than a fully invested
at 93k.















The issue still with a good chunk of these is that HP matters just as much when determining bulk.














































In short,
can take physical hits just as well (or perhaps poorly) as
and can respectably compete on-par with
in terms of special bulk. The real differentiating factors are their abilities, movesets, and offensive capabilities. As for their abilities, I argue that Thick Fat actually gives
a significant edge when it comes to its purely defensive prowess when compared to
. On the same note as my aforementioned point on not wanting weaknesses to
,
, and other historically special types as an intended special tank, actually resisting both
and
is a huge asset. There is no better answer to a sun team than
. To quote Storm Zone in a conversation we had, "sun auto loses to lax." While I wouldn't go so far as to say that the entirety of sun teams are countered by a single
, it is indeed the best defence against
attacks apart from Flash Fire
, or maybe
if you want to try something off-meta. The issue with
is its additional weaknesses, particularly to ground;
has to worry about an Earth Power from
and opposing
, not to mention
and
running around with
moves too. Now I'm not trying to argue that
is better than
either; certainly not in a general sense. At least against specific threats like these, however,
does shine brighter. I'm sure quite a few of you are familiar with the Pinkacross x Storm Zone sun team they posted a few months ago; the very first reply in the thread is as follows:
























Im here to answer some FAQ's for people playing against this team as someone who got scorched by it.
Q: How do you switch into tran under sun?
A: Thats the funny part, you don't. Gimmie your points :)
and with that, concludes my FAQ.
And this is an issue I have with
. Whether Sun-boosted, Specs, or Flash-Fire'd-Up (or even worse, some combination thereof), a full-power or near-full-power Eruption from
does massive damage. A similar issue exists with Solar Power
but I won't quote calcs for that because it is far less ubiquitous (though equally dangerous in an offensive sense) and the comparison between
and
therein is similar. Let's take a look at some defencive calculations.
Taking a look at one of the more difficult scenarios, if two of
's buffs are active, we can see even a timid Eruption easily 2HKOs
:
->
+1 252 ⠀SpA Heatran Eruption (150 BP) vs. 252 HP / 4 SpD Blissey in Sun: 424-499 (59.3 - 69.8%) -- guaranteed 2HKO
->
⠀ ⠀252+ SpA Heatran Eruption (150 BP) vs. 252 HP / 4 SpD Blissey in Sun: 310-366 (43.4 - 51.2%) -- 5.9% chance to 2HKO
So you can switch into
to tank a hit but then what? You just have to sack and switch to a check. At this point your opponent will simply switch to their tank or sack a mon and eventually pivot back into
to go in to take out another mon. This is how all teams with dedicated breakers work, and while typically there exists at least one hard or semi-hard (haha
) counter to every breaker, offensive
sees surprisingly few. If the single bulkiest pokémon in the dex can't wall
then who can? Notice even if just one of Modest
's buffs is active, say just Sun, it still has the potentiality to 2HKO
, and Soft-Boiled spam can only go so far. Granted if
runs Timid, Soft-Boiled spam is pretty much the only reliable way to stall out sun/PP, but this just provides the opponent with an easy switch to some other mon.





Taking a look at one of the more difficult scenarios, if two of






So you can switch into








This brings me to another point:
is an extremely passive mon; the only offensive capability
possesses in the meta is Seismic Toss. Not only does this mean
can't hit ghost types, like
,
,
, and historically the infamous
, providing these mons the opportunity to set up and potentially sweep, but even back in the case of
,
takes 4-5 Seismic Tosses to kill it. Not that it even has the chance to; the lack of offensive capability forces
to just try to just sit and stall out or she is forced to switch into an offensive check. Granted when facing balance teams, Teleport can be a great pivoting asset, but against the increasingly prevalent hyper offence,
is just dead weight on a team. Perhaps it is for this reason that
usage is at an all-time low for this generation. Between the power creep introduced with the ultra beasts and the speed creep in Sword and Shield, the meta is progressing further away from balance and more toward bulky and hyper offence. I believe the true neutral now is bulky offence, and that it will continue to remain that way as we move into generation nine. This RMT is bulky offence, and I will detail as many of the benefits of it as I can in this thread. First we have to finish with
.
and
do serve different purposes.
is inherently a cleric, a pivot, and a staller.
has access to moves like Soft-Boiled, Wish, Teleport (not both at once but nonetheless), Stealth Rock, Heal Bell / Aromatherapy, and Thunder Wave, mainly. So long as other team members stay alive, either through recovery, Wish, and/or Regenerator,
can also stay healthy through her ability Natural Cure. It can certainly be annoying but again this only really works on stall teams.
can easily be countered if Taunted and/or trapped (can't heal, can't use Natural Cure), and she never runs shed shell unlike
. Even if not offensive,
can take down
in this way too.
I'm sure by now it's gotten a tad boring; obviously we all understand what
's (decreasing) role in the meta is. So let's move on to why
is better. I've already mentioned their surprisingly similar bulk. But of course,
is not a cleric;
is not an (instant) staller. It can certainly be a pivot, but without Teleport obviously not as smoothly as the one
can be. The point of
isn't to be a one-for-one replacement for
, the point of
is to be an offensive threat with just as much (if not more) natural bulk compared to
. To take as many of the hits, while dishing out infinitely more as well.






















I'm sure by now it's gotten a tad boring; obviously we all understand what









If we take a look back to the example of offensive
, here are the same calcs when
is defending:
->
+1 252+ SpA Heatran Eruption (150 BP) vs. 252 HP / 252+ SpD Thick Fat Snorlax in Sun: 205-243 (39.1 - 46.3%) -- guaranteed 3HKO
->
⠀ ⠀252+ SpA Heatran Eruption (150 BP) vs. 252 HP / 252+ SpD Thick Fat Snorlax in Sun: 136-162 (25.9 - 30.9%) -- 5.4% chance to 4HKO after Leftovers
A double-boosted Eruption from modest
does 2/3 the damage to
as timid does to
, and singularly-boosted, the small chance to straight up 2HKO
is now an even smaller chance to 4HKO
. You can see here the big difference Thick Fat makes for a special tank.
Yes, I did consider Leftovers on
for the latter calc and not for
.
runs lefties only about 28% of the time, and then has to deal with hazards that'll keep it in the 2HKO range. Sure not all
sets run lefties but this one does, and rocks only just almost puts it into guaranteed 4HKO, a very big difference. If you want to run boots on
be my guest, but all calcs here will consider Leftovers on
and Heavy-Duty Boots on
.






A double-boosted Eruption from modest





Yes, I did consider Leftovers on







While on the topic of Sun and
I want to take a look at a few mons;
,
, and
:
https://pst.klgrth.io/paste/bsy5w
https://pastebin.com/3qn13UQZ




https://pst.klgrth.io/paste/bsy5w
https://pastebin.com/3qn13UQZ
I also want to talk about some other, general Special threats (i.e. outside the context of Sun). Here are most of the biggest Special-Attacking threats in the meta (sorted by descending SpA):

And here are the defencive calculations (you can skip over these if you'd like):
https://pst.klgrth.io/paste/3tmnf
https://pastebin.com/zNAk4FMC
I think it's pretty clear that while tanking
and
,
takes pretty much 40% less damage than
. Additionally, in terms of
attacks, Thick Fat still applies, and renders
's Defence practically double that of
's while maintaining it's Special bulk.
Now obviously some mons here have pretty much the same match-up since obviously they don't all proc Thick Fat.
hits will do about 20% more as I mentioned, and
about 7% more, but as you'll see (especially when we get to the offencive calcs,
counters/checks most of these mons just as well as if not better than
. Also draining moves may deal a bit less damage to
but because of her increased HP stat the opponent will also heal more (about 13–14% more with
draining moves, and about 27–28% more with
.) Keep in mind that for
to come in and Teleport-pivot into your attacker,
takes 2 hits before you start attacking (and the opponent can just switch out), whereas with
you can attack immediately and often to much unexpectedness of your opponent. As I say, everyone sleeps on
.

























And here are the defencive calculations (you can skip over these if you'd like):
https://pst.klgrth.io/paste/3tmnf
https://pastebin.com/zNAk4FMC
I think it's pretty clear that while tanking







Now obviously some mons here have pretty much the same match-up since obviously they don't all proc Thick Fat.











That concludes all the defencive calcs. I know it's a lot but I wanted to familiarize people with how bulky



Let's talk offencive options now. Firstly,
has deceptively good natural stats. Obviously we already talked about
's typing, ability, and bulk, but his 110 Atk is really solid. Some other base 110 Atk mons include
,
,
,
, and
. Granted this
set doesn't invest in Atk but nonetheless.
's uninvested real Atk stat comes out to 256 (or 257 if you put the last 4 EVs into it). It's essentially equivalent to a neutral nature invested base 80 Atk, like Jolly
.
Of course this hardly makes
a breaker but it does allows him to get quite a decent amount of chip off on mons; Body Slam is a solid 85 BP, then with stab up to nearly 130 (127.5) BP, plus a 30% chance to paralyze is real nice. You could liken it to Scald, or Hurricane / Focus Blast misses. Think of how often that happens! 










Of course this hardly makes


So that's one move. Of course we can't have a mon as part of a defensive core without recovery. So we add Rest. I know a lot of people hate on Rest but it's absolutely viable, especially since it heals status too. You just need to know when to use it (it's not brainlessly spammable like Recover/Soft-Boiled); you can only use it to recover HP and switch out for future tanking or stay in once you can guarantee the opponent can't 3HKO you.
65 base defence obviously isn't great; so we just go full classic and run CurseLax. It's tried and true and it really lets Rest work, covers the defense, and threatens with the attack. Consider all the Physical/Psyshock calcs above, or just your recollection of how
fares, and reduce it by a third. That's just for one Curse; I don't need to explain how it works of course— it's ancient tech— but +1 attack brings
into equivalent of 252 neutral
's attack stat. Or similarly, Body Slam from +1
does as much damage as an Icicle Crash from a max Attack Adamant
and a Sucker Punch from Life Orb
. Also more damage than Plasma Fists from
. These comparisons actually sound pretty ridiculous on paper; I've used
for years now and it still seems unbelievable.
65 base defence obviously isn't great; so we just go full classic and run CurseLax. It's tried and true and it really lets Rest work, covers the defense, and threatens with the attack. Consider all the Physical/Psyshock calcs above, or just your recollection of how








So that accounts for 3 moves: Curse, Rest, & Body Slam. As for the last move some people might be tempted to go Sleep Talk but running it on a Rest user is actually pretty bad. First of all, you have to deal with the randomness of move selection and only have a 1/3 chance of actually hitting. Sure a Curse is always nice but not as they're chipping you and then you'll need to go right back to sleep after. Still it's more active just just being asleep for two turns; however, the real importance is the need for move coverage. Otherwise all the
pokémon that you sit on also sit on you and now you're no better than
. Just because you can wall something doesn't mean you can counter it.
At this point the old-tech says to run Crunch, though some people have used Earthquake. Better than Crunch this generation is Darkest Lariat. This was nice early in the metagame when
was running Bulk Up sets or when you came up against other boosting pokémon including other
. Most people weren't familiar with the move and you could just sweep after boosting with
to +6 and only taking a neutral hit from Brave Bird. A
move is real nice for quickly killing off
(and
) pokémon , but there are some other good options
has at his disposal. I mentioned Earthquake, and for
match-ups its definitely nice, though I find that it's only really good for taking care of
specifically and maybe
pokémon a bit more quickly. It's definitely a good option depending on one's team, and I have been playing around with it lately, but I think the best move that has been working for the past year or so (previously I was using Darkest Lariat) is actually Heat Crash. While it does basically nothing to
, or
for that matter, having
coverage for mons like
,
, and even
is incredibly nice. Considering these 3 moves, allow me to show you the calcs. I'll start with the same match-ups as I listed for the defencive calcs, but then I'll include a few more niceties.


At this point the old-tech says to run Crunch, though some people have used Earthquake. Better than Crunch this generation is Darkest Lariat. This was nice early in the metagame when
















Consider that
's only attack is Seismic Toss; it can never, ever get less than a 3HKO, but often can need up to six hits depending on the opponents passive recovery. And then with any sort of active recovery or even just a
pokémon for that matter,
is just hard-walled. (Just for a better understanding, the lowest real HP (typically uninvested) mons in the game above ZU (it's a similar situation with them but I'm not going to list redundancies) that
can hit (non-
) or stay in on (non-
) and have no recovery are
and
. Yet still even there it takes 3 hits from Seismic Toss to kill. And everything with base uninvested base 80 HP down to invested base 49HP takes 4 hits before recovery of any kind. It is clear even with Seismic Toss,
has virtually zero offensive presence. All Seismic Toss really is is a way to chip other stallers, but even then the opponents are really just PP-stalling
. I have to wonder if as a cleric/pivot/support mon
would be better off with some other status move in place of Seismic Toss. In my opinion Thunder Wave is one of
's best "offencive" moves right now, so if you're not running that already you probably should. Try replacing Seismic Toss and see how it goes.)












Anyway, onto the bread and butter,
's offencive calculations:
(If you skipped over the defencive calcs and plan to skip these as well I don't blame you, but please don't come to any conclusions about
before you actually read through it. In my opinion these are where
really shines.)
https://pst.klgrth.io/paste/hswkq
https://pastebin.com/bj8CYEUd
Well that concludes all the calculations for
. It's really quite surprising to those not in-the-know how disruptive
can really be. Heat Crash's (and less so but also Earthquake's) ability to OHKO or nearly OHKO a lot of
's typical threats/walls/counters really helps makes him more viable.

(If you skipped over the defencive calcs and plan to skip these as well I don't blame you, but please don't come to any conclusions about


https://pst.klgrth.io/paste/hswkq
https://pastebin.com/bj8CYEUd
Well that concludes all the calculations for



There are a few things to note that I didn't mention. Namely I should state the biggest checks/counters/walls for Snorlax.
As for checks, pretty much any maxed-out physical attacker.
could very well live a hit and hit hard back but usually that isn't the best course of play and
will switch out. If the attacker is
too, then assume
can be OHKOd if you can't be bother to calc it. Even at +2 Def, Banded
attackers can likely take out a 70% HP
.
Some mons include:
,
,
,
,
,
,
,
,
, and
, among others.
Aside from the maxed-out
physical attackers, once
gets off 3 or so Curses he is easily capable of breaking through the rest of an opponents team. Unless the opponent wants to sack a mon and then trade, only tanks at this point can threaten him, and then they have to hope not to get or already be Paralyzed from Body Slam so they can use their own cheese, whether Haze, Unaware, Recover-spam, Flinch, stat boosting, or their own Status.
I think what likely comes to mind here are
,
,
,
,
, and Iron Defense + Body Press mons like
,
,
, and
. And a few of these mons can be ignored if
is running Earthquake, gets Para early on, or the opponent hard switches into a Body Slam.
As for checks, pretty much any maxed-out physical attacker.






Some mons include:











Aside from the maxed-out


I think what likely comes to mind here are










Also 1v1 against some stall mons like the Unaware users,
can absolutely stall out. That's another thing to consider with Rest, instead of 16 PP, if you don't use Sleep Talk, Rest effectively becomes 48 PP since you stall 2 turns asleep. (It is for this reasons that CroCune is suboptimal, wasting a moveslot with Sleep Talk. And for that matter all RestTalkers are suboptimal when they could just run Rest + a different move.) Lets also not forget Rest heals 100% HP and cures status, preventing another filled moveslot or the need to switch to use Heal Bell.

Another neat benefit to CurseLax is the built in Trick Room control. I do put the remaining 4 EVs into speed as it has minimal effects in attack and I believe the same with defence. Yet outspeeding the other base 30s (
/
,
, :Amoongus:, etc.) seems well worth-while. Now obviously with just 1 Curse now you're slower but after 2, you are already slower than pretty much everyone but negative nature, 0 IV
and
(at least 90% of
don't even run -Spe because they want Atk boost.) So basically if the opponent uses Trick Room and you've get a Curse or two up you just win (check out the
calcs).







The last quirk
has is his insane weight. Obviously this is great for always getting high-power Heat Crashes but defensively it is nice too. Granted not too often do you go against something like that but it does happen. In one battle I had with Storm Zone, he tried to use his Heavy Slam
on me and
just shrugged it off.



While



On Suicune:


Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 248 Def / 20 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Ice Beam
- Rest
So as I mentioned the core of this team is a special tank,
, and a physical tank. What's more classic as a physical tank than a bulky water, and a pure water at that? (
and the need for fighting resistance these past two gens has ruined bulky waters and
. I will never forgive
and I hope he stays dead with the release of Scarlet and Violet.)
Anyway, Suicune probably has the best defencive stats of any bulky water. Great stats all around; it's physical bulk (real HP * real Def) is tied with
for third highest of any water type (not including
or
) at 146k. The second and first are
and
, respectively. Relatively,
has a physical bulk of 138k,
135k, and
124k.
's special bulk is no joke either; again aside from legendaries (
and
),
's special bulk (also 146k) comes in third to
(156k) then
(151k) (in fact I used to run
with Recover and Mirror Coat, good times). Granted, as its role as my physical tank, it's SpD will be uninvested, but even then it competes at 118k between max SpD
(112k) and
(123k). For reference that's only ~8% less bulky than max SpD
(and not weak to
).




Anyway, Suicune probably has the best defencive stats of any bulky water. Great stats all around; it's physical bulk (real HP * real Def) is tied with



















If we look at our core now, typing-wise we see both
and
resist
and
(good luck to them), and a la
the core resists
and
. Oh and
grants us a
immunity. It may be somewhat alarming that their weaknesses,
,
, and
are not covered by the other's resistances at all (for reference to what I mean, return to the
+
core I mentioned earlier). However, it turns out it's not quite necessary when pure stats are concerned. And simply
not being weak to common special types and the same with
and physical types is great. Besides, covering those few weaknesses can be delegated to the other team members.

























240 HP EVs let





248 Defence is simple enough, max out defences with Bold. I was willing to take away the 4 EVs to bump speed. Feel free to take 4 EVs out of Speed and put it back into Defence.
Naturally Scald is God-tier, and a core would not be without recovery, thus Rest. With the theme of a Phys-boosting Special tank, having a Special-boosting Phys tank just makes sense. Lastly I made my opinion on Sleep Talk known, and so for a fourth move, ideally an attack that grants coverage, what is more classic of water types than their consistency in being able to use
moves. Icy Wind is cool tech but really unnecessary in this case, so Ice Beam for BP is more than fine (God do I wish non-
pokémon could learn Freeze-Dry...).


With that out of the way let's be quick and talk about the instances when
sees the most action.
Obviously any 4x weaknesses to
or
, such as
,
,
, and the other 4x
-weak
pokémon. Also
. Of course regular 2x weaknesses are tempting but as a tank,
can't just go full offence, so between that and one of
's move being
, we know we need to have good offensive coverage on the other team members.
Here are some back-and-forth calcs detailing the interactions I see
in the most:
https://pst.klgrth.io/paste/mvgv4
https://pastebin.com/Dkh9CsVj
So again,
isn't some crazy offencive pokemon and situationally isn't the most defencive either.
will always take less damage from a
move than
will just because of pure typing. But on the other hand
can easily go up against
. There's always a better pokémon for a certain match-up; even with
the hard-counter is
(by the way
is super underrated). But
being pure
allows it to have a greater number of good match-ups defencively. It can still pack a decent punch especially after a Calm Mind or two, and between Rest (heal, de-status, 3x PP when asleep) and Pressure
is very capable of stallbreaking as well. 1v1 it can out-stall most other stallers in the meta including
,
, and both of the common
sets, VinCune (Sub-Protect) and CroCune (RestTalk). The only real stall issue for the core are Leech Seed, multiple PP-stallers, and if the opponent gets lucky with getting Fully Paralyzed (doesn't use PP). Also high-PP moves like Haze or Spikes are annoying.
I will note instances later where it may be beneficial to use a different member to handle a threat despite whatever praise I've given
or
for certain match-ups. This will make sense after I finish introducing the team members. Speaking of, I told you
's chapter would be far shorter. Expect them to continue being as brief or more as we go on.

Obviously any 4x weaknesses to











Here are some back-and-forth calcs detailing the interactions I see

https://pst.klgrth.io/paste/mvgv4
https://pastebin.com/Dkh9CsVj
So again,















I will note instances later where it may be beneficial to use a different member to handle a threat despite whatever praise I've given



As I noted earlier, a core is never perfect. In this case the core is weak to
,
, and
. Even in the case of the
+
core that I keep referencing, the keen-eyed will notice the neural coverage
(and
, for that matter) have over it.
too, but it's not as big of a deal. What's wrong with neutral on both? Well nothing really; the typing coverage
+
have is incredibly good, but when those few neutral types are major offencive presences in the meta, it's kind of an issue, insofar that you need to be aware of it. The number of times I've been able to sweep teams with a
type after I trade one of my mons for their single
pokémon is too often to not bring up. So in the case of
+
, they will definitely want a
type or a few
resists. And if there's only one, the player will need to make sure not to let said mon die too soon. Purely typing-wise you've certainly noticed that my core is significantly worse in this regard. And it's certainly true, but neither
nor
have any sort of recovery aside from Rest, but even if you're going to run Telepathy, you're not going to get much use out of those. (Rest
actually sounds really neat, but Leech Seed + Protect is really good and much better for him.) Similarly, between
and
, those two resist every type. But
doesn't really have time for recovery aside from Sub-spam, and a weakness to
doesn't really help him since he'd probably want to be physically defensive. And while
has recovery, his weakness to
and U-Turn prevent him from going being physically defensive, while an
,
, and 4x
weakness prevent him from being a great Special tank either. There's a lot more to consider than just pure typing. Nonetheless, I need to consider all the lack of resistances in my core.




























On Melmetal:
Because a core is never perfect, or because one of the pokémon might have already have been used, a third, mixed-defence pokémon is necessary. Typically you would want one that covers these weaknesses; however, covering the neutral types can be useful as well (and then delegating the remaining 3 pokémon to cover those core weaknesses). Since we were able to fit our "core" into two mons, this third one doesn't need to have recovery. It should have good natural bulk, and a good typing. If you go with this latter option, by far the best type is
for obvious reasons. Bulky Steel is immediately associated with
.




Melmetal @ Assault Vest
Ability: Iron Fist
EVs: 232 Atk / 132 SpD / 144 Spe
Adamant Nature
- Double Iron Bash
- Earthquake
- Thunder Punch
- Ice Punch




Essentially,
provides the core with the punch they need.
can live most hits and be a more useful option in securing damage. I'm not going to provide calcs for most of the remaining pokémon on the team, as the rest are all OU mons and people should either be familiar enough with them or have the ability to preform the calcs themselves. But just as an example, while
can threaten
with an Ice Beam (45.8-89.6%), even the most specially defencive
that take two Ice Beams and then some get OHKOd by
's Ice Punch.
is also a great option to threaten stall mons that shrug off
's and
's unboosted attacks, and if he can get a flinch or two off is capable of taking them out in 2 or 3 hits. Of course be weary of Rocky Helmet,
's bane without Protective Pads. Double Iron Bash is also incredibly useful for breaking through Substitute users while still dealing a good amount of damage with the second hit.
doesn't have many counters that he can't break through in the optimal circumstances (i.e. if Rocky Helmet is Knock-ed Off, and he gets a flinch or two). And if you're willing to trade, many of
's checks can't actually OHKO him while he can them. The only things that can really OHKO are physical wallbreakers like Banded
and Banded
, or boosted special attackers like
and Specs
.
















I already mentioned the item and near-max Atk EVs (232 EVs with nature gets the jump point from 416 to 418 real Atk). The SpD EVs are everything I had left after I allocated Speed. The Speed EVs allow
to hit 140 real Spe. 131 speed is actually a "common" set that is run on
; so just a few points lets him outspeed quite a few other mons too. 140 Speed
outspeeds pretty much all the stall mons save
and the metal birds, but additionally
(130),
(136), min-Speed
(125), and a few others. Just check out the "Speed Tiers" table I linked at the top. Most importantly though, 140 Speed allows
to outspeed all Paralyzed mons below 280 Speed. This includes all neutral-nature base 90s and positive-nature base 77s (i.e. Timid
). It may be beneficial to take 1 or a few points out of SpD in order to outspeed Paralyzed
and the positive-nature base 80s, respectively. The problem with adding to speed is knowing when to stop; its very easy to add 1, then 2 more for another mon, then 3 more and soon enough you've added 20 points and taken a lot away from bulk. But a single point or two should be fine. It may seem weird to invest around Paralysis but between Snorlax and another mon on the team it's definitely warranted. I don't have a Thunder Wave user but I really think people underutilize Paralysis + Bulky Offence. Plenty of people have run Sticky Web or Trick Room (those are less effective in my opinion) but not Paralysis strats.










As for
's moves it's pretty straightforward. DIB is a must, and Ice Punch is too helpful with
and
(and
) all around and
's Ice Beam isn't enough. Earthquake is good, though lately people have been running Superpower for
. I already have Heat Crash for him on
as well as other fire moves on the rest of my team, so I find Earthquake to edge it out for me. Thunder Punch is actually kind of meh just because it's not often you go against a
mon aside from
and then it usually has Rocky Helmet. Though against rain teams it's nice, and also for making it really difficult for the opponent to switch in. So many times do I T-Punch
or someone and then click EQ on their
or Ice Punch as they switch in
. Same thing with EQ into Ice Punch on the switch to
or really any other
mon. It really depends on how many remaining mons are weaker to which move or if there's an obvious switch the opponent will make.














Having the option to switch moves like that and play those games is something Banded
could never do. Banded is just an easy way to click and get chip but can easily be countered. Prot Pads is definitely the best set as a fully offencive set (though the new item in Scarlet & Violet that shall not be named will be even better), but AV is right behind there. Lefties is just like Band or AV but without the stat boosts. Sure it can be annoying with Toxic and Protect but those kinds of strats are always subpar. That's enough for my little rant; you can read more in my suspect post if you want. Additionally that is also where I detail more checks/counters and the like.

If we look at the team so far (on Marriland builder), it still has that
weakness. So we note that we'll need a
pokémon (or 3 resisting pokémon, but that doesn't work here, though Grassy Terrain tech would be super good for all the mons so far). We can also see the
weakness is bad, so all 3 of the remaining mons should resist it (or 1 resist + 1 immunity). And we have a
weakness, so we'll need a
pokémon. But then we add another
weakness, barring abilities. So we could look into abilities dual-typings.






Typically when I build a team I go: defencive core of two (1 PhysDef, 1 SpDef), a bulky mixed defence mon w/ offence, a wallbreaker, and a speed control mon. Of course scattered in there are other necessities and balancing goals, like having 3
and 3
attackers (though there's some wiggle room), a pivot or two, a sweeper, antisweeper, cleric, etc. Here is a rough draft of said checklist I made for helping some newbies teambuild: https://www.checkli.com/checklists/view/635cf69984cda.
Obviously, no team will check every box on this list. Especially if you are running pure hyper offence or pure stall. If you check off the "cleric" box then you're more likely running balance than bulky offence. Most good teams should be able to check off 3/4 or so of the list, and the more you can the more solid the team will be. Also consider common meta threats and a general high amount of BST across the team, as of course you could check all these boxes out-of-context with ZU mons alone but likely wouldn't get you far.


Obviously, no team will check every box on this list. Especially if you are running pure hyper offence or pure stall. If you check off the "cleric" box then you're more likely running balance than bulky offence. Most good teams should be able to check off 3/4 or so of the list, and the more you can the more solid the team will be. Also consider common meta threats and a general high amount of BST across the team, as of course you could check all these boxes out-of-context with ZU mons alone but likely wouldn't get you far.
I am of the opinion that most players cannot learn well just by using the samples. A lot of people in the OU room have honestly terrible takes and are very gatekeepy of things they don't even really know themselves, especially as most of these people are in low- to mid-ladder. Even high-ladder players can look down upon people who don't use the absolutely most common set for a mon or what only they deem usable. It was because of this "toxicity" that for all of gens 6 and 7 (when I really came into the competitive scene) that I avoided the OverUsed room and abstained from using OU pokémon entirely. I had other self-restrictions as well, like no using megas or (pseudo)legendaries (oh and no 4x weaknesses or any shared weaknesses across the team), and I don't regret doing it. It certainly made the game harder and while I could not really break much past 1550 Elo, it made me a better player, and when I starting using OU pokémon again (thanks to Dex-It) it was like taking off ankle weights. You can certainly taste a residual of that philosophy in this team as
is an RU mon and
is NU, and yet despite their low teirs the team is totally viable. I've gotten to 1872 with this team, and that was quite recent; I'm sure if generation 9 wasn't just a few days away I'd be able to easily break 1900 with it.
But the point stands; OverUsed mons tend to be pretty good, don't get me wrong. Simply, they are overused mostly due to their ability to be cut-and-pasted in and out of teams with relative ease. The further down the usage tiers you go the harder it is to just slap a mon onto your team. All that means is it requires more work on the part of the player when teambuilding, not that they are any worse per se. Case in point: this team, and many others. Notice in almost all of the RMTs where someone uses a lower-tiered mon (like Umbreon or Arctovish) that they were the first (or second if part of a core) mon added and the rest of the team was built around them.


But the point stands; OverUsed mons tend to be pretty good, don't get me wrong. Simply, they are overused mostly due to their ability to be cut-and-pasted in and out of teams with relative ease. The further down the usage tiers you go the harder it is to just slap a mon onto your team. All that means is it requires more work on the part of the player when teambuilding, not that they are any worse per se. Case in point: this team, and many others. Notice in almost all of the RMTs where someone uses a lower-tiered mon (like Umbreon or Arctovish) that they were the first (or second if part of a core) mon added and the rest of the team was built around them.
My recommendation to new players, if there are any here, is to try making your own team. (First learn the type-chart and if you still aren't sure always use the commands to look it up). Play with pokémon that you like, even if they are below OU or UU. When you use a sample, sure as people argue you get to see what works, but you never learn why, how, or when those pokémon and those sets work. It's glaringly obvious when you make the wrong pivot or switch or prediction. When you make the team yourself, especially when following the typing defences and using a checklist like the one I provided, you inherently understand exactly what each pokémon is for, exactly what role they serve on your team, and exactly when to use them (or not, for that matter). You need to understand the weaknesses of your team and who you can sack when or who you need to save in the back. On this same note, you need to know what the common sets are that pokémon run. You need to develop a feel for the speed tiers and be able to identify the roles the opposing pokémon likely occupy (i.e. whether it's a scarfer, a sweeper, a wallbreaker, a staller). It makes it far easier to identify these when you are familiar with why they are used. You learn this through building your own team and using it, through playing dozens if not hundreds of games, and through researching with Porydex and the "Speed Tier" chart.
And if you're thinking of tweaking something, play more games first. If I was doing something as small as the single point EV change on
, I would play at least a dozen or two games first. Unless you're an experienced player who can identify good tweaks/replacements on sight, something like changing a mon entirely shouldn't be considered until having played at least 50-100 games. As for how to EV spread, just consider what sets are common (via Porydex), but don't copy them. Just use as a reference. Consider their role and what you want their strengths to be, start with Speed EVs, get jump points and magic HP numbers (how-to is detailed in link at the top). Then if there is a specific common calc that could be fixed with just a few points, do that.
And if you're thinking of tweaking something, play more games first. If I was doing something as small as the single point EV change on

Anyways, back to the RMT. So as I was saying, while I typically build a team in that order, I'm not going to reveal them as such from here on out, mainly because the order I'm choosing is the order to which I think they are most replaceable. It may be a bit confusing because we were just talking about
and
resists but the mon I talk about next does not fill that role, and in fact makes it worse. Simply, if you find my priorities of focus to be confusing with respect to how I've been building the team so far, you aren't wrong. But these issues will be addressed. I will still note each pokémon's role as they are introduced, though. We do still need a
resist, however, and the next mon does incidentally cover that.



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