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Welcome to SV Monotype Sample Teams, your primary place to get, well, SV Monotype sample teams!

The purpose of this resource will be to provide teams that are easy to use and represent the type fairly well for newer players to learn the metagame with. These teams can also be used as a base in order to try out new options in teambuilding. As such, sample teams will be held up to a high standard.

If you're thinking of contributing, great! Please take a moment to read the following.

We will exercise very high standards over which teams are approved. We will not feature teams using sub-optimal archetypes, such as Hyper Offensive Poison or Stall Fairy. While niche tech sets and non-conventional builds (like those seen in RMTs) are not forbidden, submitted teams must be broadly effective and viable in the meta.

The teams showcased in this thread should be representative of the various, viable, relevant play-styles and archetypes present in the Monotype metagame.

Here are the guidelines for submissions:
  • Make sure submissions are in the [Gen 9 Monotype] format.
  • Provide an importable for your team. Don't use nicknames for your Pokemon.
  • Accompanying sprites and art are appreciated, but not mandatory. All of the sprites can be found here.
  • Replays are highly encouraged and are a great way to demonstrate that the team is effective in the metagame. Make sure your teams are tested.
  • This is not the RMT forum; this thread is not the place to seek feedback on undeveloped teams and concepts.
  • Don't Post Memes. They will be deleted.
  • Finally, if you edit your submission based on feedback (or any reason), please make a note of it at the bottom of the post so it can be reevaluated. You can also message me on Smogon or Pokemon Showdown!.
Below is a sample submission courtesy of Neko:
[Dark] Bulky Offense
:Sableye::Ting-Lu::Kingambit::Hydreigon::Meowscarada::Chien-Pao:
Sableye @ Heavy-Duty Boots
Ability: Prankster
Tera Type: Dark
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Taunt
- Will-O-Wisp
- Knock Off
- Recover

Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Dark
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Whirlwind
- Earthquake
- Heavy Slam / Ruination

Kingambit @ Leftovers
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Brick Break
- Sucker Punch
- Stealth Rock
- Iron Head

Hydreigon @ Leftovers
Ability: Levitate
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Dark Pulse
- Earth Power / Flamethrower

Meowscarada @ Choice Scarf
Ability: Protean
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Play Rough
- Flower Trick
- Knock Off

Chien-Pao @ Heavy-Duty Boots
Ability: Sword of Ruin
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature / Jolly Nature
- Icicle Crash
- Sacred Sword / Psychic Fangs / Swords Dance
- Ice Shard
- Crunch / Sacred Sword
:sableye: Provides a switch-in to Fighting-moves and debilitates threats such as Quaquaval and Body Press Corviknight with Will-o-Wisp. Taunt shuts down entry hazard setters such as Toxapex and Clodsire and setup sweepers such as Iron Defense Corviknight and Curse Dondozo. Knock Off lets Sableye inconvinience the opposing team more and makes Ting-Lu's and Kingambit's entry hazards more impactful. An Impish nature is chosen as most Pokemon with Fighting-type coverage are Physical attackers, while Heavy-Duty Boots makes up for the lack of entry hazard removal in Dark teams.

:ting-lu: Is the specially defensive wall, able to trade with threats such as Flutter Mane, Hatterene, and Iron Moth. Spikes takes advantage of forced switches, as it chips down the opposing team to the point that Meowscarada or Chien Pao can clean late-game. Whirlwind also does a similar job in that regard, shuffling the opposing team once enough entry hazards have been set. Heavy Slam lets it check the aforementioned Fairy-types, while Ruination in conjunction with Earthquake is disastrous for types such as Ground, Poison, and Fire which have few decent switchins to it.

:kingambit: Is the other half of the entry hazard stacking core, and is the primary check to Fairy-types such as Hatterene due to its access to Iron Head and Fairy neutrality. Brick Break helps out the team against types such as Fairy and Dark. Sucker Punch picks off Ceruledge, Cinderace, and Floatzel in a pinch.

:hydreigon: Is the team's only Special attacker, and is the team's main way to deal with Steel-types such as Corviknight and Scizor offensively. Aside from that, it also deals with Skeledirge which can potentially wreak havoc against this team, is a Ground-type immunity, and is a stallbreaker that deals with types such as Poison well enough. Earth Power lets you OHKO Toxapex at +2, while Flamethrower provides the team with a better matchup against Steel and Bug teams.

:meowscarada: Is holding a Choice Scarf to outspeed and remove threats such as Choice Specs Flutter Mane and opposing Choice Scarf users such as Great Tusk, Iron Valiant, and Quaquaval. U-turn allows Meowscarada to pivot out of switchins such as Clodsire and Toxapex which can wall it. Play Rough deals with Dark, Fighting, and Dragon teams, notably being able to clean these teams once these are sufficiently worn down. Flower Trick owns Ground and Water teams once checks such as Iron Treads, Clodsire, and Toxapex have been worn down or eliminated.

:chien-pao: Checks threats such as Breloom, Great Tusk, and Flamigo with its strong priority in Ice Shard. This Icy cat also doubles as a possible wincon should you choose to run Swords Dance, allowing it to sweep types such as Poison, Flying, and Dragon late-game. Alternatively, Sacred Sword deals with Kingambit and Iron Treads as they switch-in while Psychic Fangs threatens out Toxapex after entry hazard chip.
 
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Approved Sample Archive
(Click sprites for import)


:Forretress::Volcarona::Scizor::Lokix::Heracross::Kleavor:
[Bug] Kleavor Offense by Hakukias



:Chien-Pao::Greninja::Meowscarada::Kingambit::Ting-Lu::Sableye:
[Dark] Balanced Offense

:Chien-Pao::Kingambit::Ting-Lu::Greninja::Sableye::Overqwil:
[Dark] Balanced by diegoblu



:Garchomp::Baxcalibur::Dragapult::Goodra-Hisui::Hydreigon::Walking Wake:
[Dragon] Garchomp + Nasty Plot Hydreigon by Neko



:Regieleki::Pawmot::Zapdos::Rotom-Wash::Iron Hands::Sandy Shocks:
[Electric] Pawmot Offense by Gorechomp

:Regieleki::Iron Hands::Rotom-Wash::Zapdos::Sandy Shocks::Magnezone:
[Electric] Magnezone Offense by Neko



:Klefki::Azumarill::Flutter Mane::Hatterene::Tinkaton::Enamorus:
[Fairy] Enamorus Hyper Offense by Hakukias





:Zamazenta::Great Tusk::Sneasler::Iron Valiant::Iron Hands::Breloom:
[Fighting] Bulky Offensive by diegoblu

:Zamazenta::Sneasler::Iron Hands::Great Tusk::Iron Valiant::Lilligant-Hisui:
[Fighting] Hyper Offensive by hatred_heart



:Arcanine-Hisui::Cinderace::Ceruledge::Talonflame::Volcanion::Heatran:
[Fire] Sunless by pikachu<3


:Corviknight::Dragonite::Enamorus::Landorus-Therian::Thundurus-Therian::Iron Jugulis:
[Flying] Bulky Offensive by diegoblu









:Clodsire::Great Tusk::Iron Treads::Quagsire::Ting-Lu::Sandy Shocks:
[Ground] Balance / Hazard Stack by Giyu






:Braviary::Ditto::Zoroark-Hisui::Chansey::Ursaluna::Cyclizar:
[Normal] Bulky Offensive ft. Specs Cyclizar by pikachu<3


:Amoonguss::Toxapex::Clodsire::Glimmora::Muk-Alola::Sneasler:
[Poison] Sneasler Hazard Stack by Hakukias






:Diancie::Tyranitar::Lycanroc::Glimmora::Arcanine-Hisui::Kleavor:
[Rock] Bulky Offensive by TTK


:Heatran::Gholdengo::Goodra-Hisui::Iron Treads::Corviknight::Kingambit:
[Steel] Balanced by mushamu


:Pelipper::Basculegion-F::Gastrodon::Quaquaval::Samurott-Hisui::Toxapex:
[Water] Rain Offense by diegoblu
 
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Bka Onon

I see Fire.
is a Pre-Contributor
[Fairy] Screens Offense
:Flutter-mane: :klefki: :azumarill: :mimikyu: :hatterene: :iron-valiant:
Flutter Mane @ Choice Specs
Ability: Protosynthesis
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball
- Moonblast
- Shadow Ball
- Psyshock

Klefki @ Light Clay
Ability: Prankster
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Foul Play / Thunder Wave
- Reflect
- Light Screen
- Spikes

Azumarill @ Sitrus Berry
Ability: Huge Power
Tera Type: Water
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Body Slam

Mimikyu @ Life Orb
Ability: Disguise
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch
- Play Rough
- Shadow Sneak
- Swords Dance

Hatterene (F) @ Leftovers
Ability: Magic Bounce
Tera Type: Psychic
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Calm Mind
- Draining Kiss
- Psyshock
- Trick Room / Mystical Fire

Iron Valiant @ Choice Scarf
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aura Sphere / Focus Blast
- Trick / Shadow Ball
- Moonblast
- Psyshock
:klefki: is the glue that holds the team together, it's screens provide the team with longevity and ease of switching and setup, while also pressuring the opposing team with Spikes and turning the tables on physical setup sweepers with Foul Play. Thunder Wave also lets it slow down the opposing team, helping its own team even further.

:flutter-mane: is the biggest recipient of the ease of switching provided by screens, with screens up it can survive physical hits even with its non-existent bulk, and dish out massive amounts of damage with its Choice Specs boosted attacks from its great STABs and coverage.

:azumarill: uses these screens to setup Belly Drum and become a dangeorous sweeper, completely turning the tables on Steel-type teams as they have no way to resist it's Huge Power +6 Aqua Jets. Body Slam lets it beat Amoonguss and Toxapex, two very big walls for Fairy, and Play Rough lets it dish out a lot of STAB damage against targets it's faster than or against targets that cannot OHKO it.

:hatterene:'s Magic Bounce is a critical part of this team, as Fairy has no way to remove hazards, completely denying them is very necessary, and Hatterene does just that! While also being able to beat the Poison types that would annoy Fairies with its vicious Calm Mind + Psyshock Combo, even letting it beat Blissey. Mystical Fire lets it counter the steel types that would live it's STABs.

:mimikyu: is a great sweeper under screens combined with its Disguise ability means that it is almost guaranteed to get up a free boost with Swords Dance. Great priority in Shadow Sneak lets it beat Ghost-type teams with ease, while it's decent speed tier means it outspeeds a lot of pokemon naturally, letting it throw off boosted Play Roughs. Drain Punch allows it to beat Steel Types like Kingambit fairy easily.

:Iron-valiant: lastly is a great cleaner with its Choice Scarf set letting it get the jump on many opposing scarfers like Iron Moth and Gholdengo which can be a problem for Fairy teams. With Trick it can cripple opposing walls like Corviknight and Toxapex. It's combination of STAB Moonblast and Aura Sphere / Focus Blast is very threatening to the Steel types that can harm Fairies!


[Psychic] Screens Offense
:scream-tail: :espathra: :armarouge: :indeedee: :hatterene: :gallade:
Scream Tail @ Light Clay
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Stealth Rock
- Wish / Thunder Wave / Encore

Espathra @ Leftovers / Heavy Duty Boots
Ability: Speed Boost
Tera Type: Psychic
EVs: 252 HP / 228 Def / 28 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Dazzling Gleam
- Roost

Armarouge @ Weakness Policy
Ability: Weak Armor
Tera Type: Fire
EVs: 252 HP / 212 Def / 28 SpDef / 16 Spe
Bold Nature
IVs: 0 Atk
- Iron Defense
- Calm Mind
- Stored Power
- Aura Sphere / Flamethrower

Indeedee (M) @ Choice Scarf
Ability: Psychic Surge
Tera Type: Psychic
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Shadow Ball
- Healing Wish

Hatterene (F) @ Kasib Berry / Kebia Berry
Ability: Magic Bounce
Tera Type: Psychic
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Giga Drain
- Draining Kiss
- Psyshock

Gallade (M) @ Roseli Berry
Ability: Sharpness
Tera Type: Psychic
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Agility
- Sacred Sword
- Psycho Cut
- Knock Off / Leaf Blade
:Scream-tail: is used as a Screens Setter on this team, with having access to a plethora of utility moves such as Stealth Rock to setup hazards, Encore to disrupt opponents and Wish to help with its teams longevity, and Thunder Wave to slow down opponents.

:espathra: is the star of the show, combining its deadly Speed Boost ability with Calm Mind and the increase of bulk from Scream Tail's Screens it can become a very terrifying sweeper, almost ending games instantly. The boosts racked up by Speed Boost and Calm Mind add towards the base power of Stored Power, which means that it's raw power can break through many Unaware Walls such as Skeledirge and Dondozo. Dazzling Gleam lets it beat many Dark Types that would otherwise be immune to Psychic. With 28 Speed, At +1 it can outspeed Choice Band Meowscarada and Choice Specs Greninja, threatening them with Dazzling Gleam.

:Armarouge: does the same thing as Espathra, but it combines it's ability Weak Armor with Calm Mind and Iron Defense to become nigh unbreakable under Screens, this bulk lets it withstand many Super Effective Moves, and using them to its advantage to activate it's Weakness Policy! All of it adding towards Stored Power, which gets insanely strong. Aura Sphere lets it beat the Dark Types that would wall it otherwise like Kingambit and Roaring Moon, while Flamethrower is a great STAB option with good power.

:Indeedee: provides Psychic Terrain to the team, not letting it being picked off by Priority Moves like Kingambit's Sucker Punch. While also acting as the team's scarfer providing good power under terrain. And also being able to Healing Wish up Espathra or Armarouge if their sweep is disrupted.

:Hatterene: acts as the Hazard Prevention for the team, staving off the biggest threat to the team being Toxic Spikes. While also being a threat in it's own right, being able to counter Dark Types. With Calm Mind and the STAB combination of Psyshock and Draining Kiss it can be really dangerous if let it set up. With Giga Drain as coverage letting it beat pokemon like Quagsire and Ting Lu. Kasib or Kebia Berry lets it beat Ghost types like Flutter Mane and Dragapult or Poison Types like Toxapex or Iron Moth. 56 Speed also lets it get the jump on Clodsire, which can otherwise beat Hatterene or Poison it.

:gallade: also helps with the Dark Matchup with its new Sharpness ability and Boosted Sacred Swords and Psycho Cuts. It is the best counter Dark has to Kingambit. With Agility, it can become very threatening, outspeeding many big threats. Knock Off lets it disrupt and cripple opponents while also being super effective against Dark. And Leaf Blade lets it being Gastrodon and Quagsire, pokemon that would wall it otherwise. Roseli Berry also lets it withstand some hits under screens against the likes of many fairies like Iron Valiant.



Edit: Slashed some item and move options on both teams after a bit more testing
 
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Giyu

Tomioka
is a Site Content Manageris a Forum Moderatoris a Contributor to Smogon
[Ground] Balance / Hazard Stack
:Clodsire: :Great-Tusk: :Iron-Treads: :Quagsire: :Ting-Lu: :Sandy-Shocks:
Clodsire @ Black Sludge
Ability: Water Absorb
Tera Type: Poison
EVs: 248 HP / 160 Def / 96 SpD / 4 Spe
Careful Nature
- Earthquake
- Poison Jab
- Toxic Spikes
- Recover

Great Tusk @ Choice Scarf
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Headlong Rush
- Ice Spinner
- Knock Off

Iron Treads @ Leftovers
Ability: Quark Drive
Tera Type: Ground
EVs: 252 HP / 48 SpD / 208 Spe
Jolly Nature
- Earthquake
- Heavy Slam / Iron Head
- Rapid Spin
- Protect

Quagsire @ Leftovers
Ability: Unaware
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Toxic
- Recover

Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Dark
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake / Body Press
- Ruination
- Spikes
- Whirlwind

Sandy Shocks @ Choice Specs
Ability: Protosynthesis
Tera Type: Electric
EVs: 48 HP / 208 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Earth Power
- Volt Switch
- Power Gem
:Clodsire:
Clodsire is this team's dedicated Water-type immunity for threats like Quaquaval, Pelipper, and Greninja. Earthquake is basic coverage and helps reduce passivity. Poison Jab allows Clodsire to pressure Meowscarada and Iron Valiant or just targets immune to Earthquake. Toxic Spikes forces progress and is very crucial in matchups like Fairy and Dark due to their lack of hazard removal. The given EV spread allows Clodsire to survive two Ice Beams from Choice Scarf Greninja and speed creep opposing Clodsire.

:Great-Tusk:
Great Tusk is the team's speed control and revenge killer as well as a vital asset in matchups like Dark and Ice. Close Combat hits Chien-Pao, Baxcalibur, and and Hydreigon. Headlong Rush decimates Pokémon like Flutter Mane, Iron Valiant, and Toxapex. Ice Spinner is great for instantly dealing with Garchomp leads and Dragonite. Knock Off alleviates matchups against Rotom-W and Slowbro, it also destroys Brambleghast switch-ins.

:Iron-Treads:
Iron Treads is an excellent Ice-type neutrality and makes the Fairy matchup so much easier. Heavy Slam and Iron Head are interchangeable although Heavy Slam is preferable in most cases, really nice for dealing with Hatterene and choice-locked Iron Valiants. Rapid Spin is crucial to retain your own hazards due to this team being a hazard stack. Protect is essential for scouting the likes of Greninja, Gallade, and Iron Valiant. The chosen EV spread outpaces base 100s.

:Quagsire:
Quagsire is extremely valuable as a Chien-Pao and Baxcalibur check. Earthquake prevents it from being too passive and is a good way to combat Iron Treads from clearing your hazards. Stealth Rock adds onto the hazard stack and is very important in the Ice matchup. Toxic forces progress and cripples walls like Ting-Lu and opposing Quagsire.

:Ting-Lu:
Ting-Lu is the team's phazer and is just insanely bulky. Ground-type coverage is really common so Body Press is a good option for Chien-Pao. Spikes adds on to the hazard stack. Whirlwind forces the opponent to sustain a lot of chip damage.

:Sandy-Shocks:
Sandy Shocks is very useful in the Water matchup and pressures nuisances like Corviknight and Amoonguss. Ground doesn't have too many special attackers this generation so Sandy Shocks pressures the many physical walls this generation with Earth Power and Thunderbolt. Volt Switch is essential to play around Focus Sash Breloom and just provide pivoting. Power Gem breaks past Volcarona and makes Sandy Shocks even more of a menace to Fire teams. The EV spread boosts speed in Sun with Protosynthesis.

[Dragon] Offense / Hazard Stack
:Baxcalibur: :Cyclizar: :Dragapult: :Dragonite: :Garchomp: :Dragalge:
Baxcalibur @ Choice Scarf
Ability: Thermal Exchange
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Naive / Jolly Nature
- Glaive Rush
- Icicle Crash
- Freeze-Dry / Brick Break
- Earthquake

Cyclizar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Dragon
EVs: 236 HP / 20 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Rapid Spin
- Knock Off / Taunt
- Shed Tail

Dragapult @ Choice Specs
Ability: Infiltrator
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Shadow Ball
- Thunderbolt
- Flamethrower / U-turn

Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Extreme Speed
- Dragon Dance

Garchomp @ Roseli Berry
Ability: Rough Skin
Tera Type: Dragon
EVs: 204 HP / 96 Atk / 208 Spe
Jolly Nature
- Earthquake
- Iron Head
- Spikes
- Stealth Rock

Dragalge @ Black Sludge
Ability: Adaptability
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Gunk Shot
- Dragon Tail
- Toxic Spikes
- Protect
:Baxcalibur:
Baxcalibur is this team's speed control and dedicated Chien-Pao answer. Glaive Rush is really powerful and doesn't really need an explanation, although, it is Baxcalibur's method of eliminating Chien-Pao if Freeze-Dry is used over Brick Break. Icicle Crash is an excellent way to break past Ting-Lu, Amoonguss, and Great Tusk which tend to be issues for Dragonite. Freeze-Dry is for Quagsire and Brick Break is primarily for Chien-Pao and Kingambit. Earthquake hits Toxapex, Kingambit if not using Brick Break, and Klefki.

:Cyclizar:
Cyclizar is an offensive pivot and the team's hazard control. Draco Meteor is for Dragon mirrors and just does decent damage. Rapid Spin does what it does, keeps your own hazards on the field. Knock Off is a pain to switch into and makes it easier to beat bulkier types like Steel and Poison. Taunt is nice to stop Ting-Lu from using Whirlwind, giving Dragonite a good chance to setup. Shed Tail is this Pokémon's entire purpose, keep setup sweepers like Dragonite safe or make it harder to eliminate the wallbreakers.

:Dragapult:
This team's wallbreaker and partially speed control. Draco Meteor is a nuke, destroys anything slightly lacking in HP or Special Defense. Shadow Ball is good for spamming since Normal is non-existent. Thunderbolt makes it easier to deal with Dondozo and Toxapex. Flamethrower is good for Kingambit switch-ins and Chien-Pao locked out of priority. U-turn is nice to pivot out of switch-ins.

:Dragonite:
Setup sweeper, not much else to say. Dragon Claw is good STAB, reliable and hits a lot neutrally. Earthquake is for Toxapex, Kingambit, and Gholdengo. Extreme Speed is excellent for revenge killing and picks off weakened Chien-Pao and Meowscarada.

:Garchomp:
Earthquake allows Garchomp to deal with Mimikyu and Steel-types. Dragon Tail is for phazing into hazards. Stealth Rock and Spikes are self-explanatory. EVs outpace Mimikyu and OHKO Flutter Mane with Iron Head.

:Dragalge:
Iron Valiant and Flutter Mane check. Gunk Shot hits the aforementioned two like a truck with Adaptability. Dragon Tail does the same thing as Garchomp. Toxic Spikes is very good in the Fairy matchup and is annoying in general. Protect capitalizes on Black Sludge and is nice for scouting.
To be done.
 
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:mimikyu: :flutter-mane: :gholdengo: :Froslass: :dragapult: :brambleghast:
https://pokepast.es/c822bdcc60fe68d9
Standard Froslass Suicide Lead into strong setup sweepers and cleaners. Life Orb on Dragapult is very helpful and can get destroy teams after a simple DD, having basically no Unaware-less switch-ins. Bramble is helpful for Spin and helps a lot in Ground and especially Water matchup, with Sneak useful in some situations to clean-up faster mons or eventually take a kill in mirrors where it usually is useless. Scarf Mane can clean teams very easily and it's helpful against Dark teams, being able to beat them with some Spikes support and chip damage on Ting-Lu and Skuntank (Pao can still OHKO with its priorities) Balloon Gholdengo is helpful against stallish types such as Ground as it usually is immune to Clodsire's moves.


:clodsire: :iron-treads: :palossand: :ting-lu: :great-tusk: :quagsire:
https://pokepast.es/9f6c6910d64b8ded
The concept is simple, stack hazards up and block spinners with Palo. Due to its ability, Palo can also block some mons such as Quaquaval, while Colbur makes it less vulnerable to mons such as Iron Treads or Tusk as you can always switch-in on them without fearing Knock Off predict. Clodsire can avoid 2HKO from Meowscarada altho it kinda needs Toxic Spikes for it to be killed. Without Unaware, the team becomes a bit vulnerable to Volcarona altho Toxic + Ting-Lu can toxic stall it. Taunt Corvi is also a problem without Sandy Shocks and Sableye+Pao+Meowscarada is also overwhelming as Sableye can prevent you from healing up, allowing Meowscarada and Pao to break easily. Scarf Tusk is a great cleaner against types such as Dark, Dragon, Poison, Mirrors, Ghost and eventually Psychic. Treads can pivot and helps with hazard control while helping Clodsire checking Fairy-types.
Haven't really saved any, used Clodsire+Gastro for a while.

:Dragonite: :corviknight: :talonflame: :kilowattrel: :iron-jugulis: :pelipper:
https://pokepast.es/6cd46902cfd6e376
I remember seeing the concept from some replays in SV Welcome Tour and I stole it while helping for a RMT. Kilowattrel is very strong with Rain support and is hard to switch into for most of the types in the metagame. Furthermore, the Voltturn Combination can be lethal as it leads Kilowattrel himself or Band Dnite to have many possibilities in the game, along with Jugulis being a nice cleaner, especially against types such as Ghost. Gyarados>Talonflame can be an option, but I believe that Corvi needs both Body Press + Iron Head to check Steel Types and Fairies (Such as Pao, Kingambit, Flutter Mane) but you also surely want U-turn, so having Defog on Talonflame is fine altho I also ran double Defog for a while. Band Espeed can help against prio Ice Shard while Corvi usually checks Ice Types as they are most likely physical.

:kingambit: :meowscarada: :roaring-moon: :hydreigon: :chien-pao: :greninja:
https://pokepast.es/9825dd7929519199
A HO approach for Dark teams I wanted to share although I wouldn't say that's any better than Balanced Dark so I won't explain too much. The idea is to setup hazards and then offensively overwhelm. Gunk Shot on Gren is for Greninja as the matchup is very very doable if you have 1 Tspike and eventually 1 Spike up. Scarf Meowscarada is a crazy cleaner that can pivot and easily beat types such as Fighting and Ghost. Hydre is good against stallish/fat teams and Roaring can setup a DD and break through teams opening possibilities for its teammates. Kingambit is the goat and can tank everything and deal massive damage while Sash Pao can be cool to fish a kill against mons such as Lokix or just SD up and deal a lot of damage with stabs / prio Ice Shard.

:orthworm: :klefki: :iron-treads: :kingambit: :corviknight: :gholdengo:
https://pokepast.es/a8b9c589717ab4f1
Another Offensive team with Shed Tail and Hazards. Taunt Corvi is very strong against Fat teams such as Ground, Stall Water and Poison. I used the Klefki set quite frequently in SS and it can run Stored Power or Magnet Rise as it is very strong against types it hits x2 and can overall win many matchups by himself, while the rest is pretty self-explanatory. As Corvi is Strong vs Stallish teams, I prefer Recover on Gholdengo as Psyshock mainly hits Clodsire.
 
:Breloom: :Iron_Hands: :Gallade: :Iron_Valiant: :Great_Tusk: :Tauros_Paldea_Blaze:
https://pokepast.es/677ce9521d40641f

Breloom @ Focus Sash
Ability: Technician
Tera Type: Grass
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Mach Punch
- Bullet Seed
- Rock Tomb
- Swords Dance

Iron Hands @ Assault Vest
Ability: Quark Drive
Tera Type: Fighting
EVs: 248 HP / 4 Def / 252 SpD / 4 Spe
Careful Nature
- Drain Punch / Volt Switch
- Thunder Punch / Volt Switch
- Ice Punch / Volt Switch
- Heavy Slam

Gallade (M) @ Choice Scarf
Ability: Sharpness
Tera Type: Psychic
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sacred Sword
- Psycho Cut
- Night Slash
- Leaf Blade

Iron Valiant @ Expert Belt
Ability: Quark Drive
Tera Type: Fairy
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psyshock
- Thunderbolt
- Shadow Ball

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Ground
EVs: 216 HP / 252 Def / 40 Spe
Impish Nature
- Earthquake
- Knock Off
- Rapid Spin
- Stealth Rock

Tauros-Paldea-Blaze @ Choice Scarf
Ability: Intimidate
Tera Type: Fighting
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Raging Bull
- Stone Edge
- Will-O-Wisp
Fighting plays as a bulky-offense type. You have a defensive backbone in Tusk and Hands, and while they pack and take a punch, they lack sustain. The core of Tusk and Hands is virtually irreplaceable. With both a lack of sustain and pivoting, Fighting needs to be played proactively by adapting to forced switch-ins. Valiant and Breloom are the main offensive core and are, in their own right, irreplaceable – though many different sets can be ran. Offensively, these two Pokémon are what makes Fighting so good against the top tier and common types. The core was rounded out by double scarf, as a mean of having sufficient speed control over Greninja, Flutter Mane, … Gallade deals insane damage with Sharpness and covers a weakness with Psychic type, while Tauros serves as a secondary hit taker with Intimidate, alongside a nice speed stat. Raging Bull is also a ladder essential, as it practically allows you to remove all types of screens and gives Fighting a chance in the Fairy matchup. Lucario is also great for ladder, as it gives particular help with Ghost and Fairy matchups. Though, I had no room for Lucario on this team. Movesets can easily be changed around, but generally changing one move means a collateral effect of changing multiple movesets along the way.
:Breloom:
With the rise of both Goggles on Pex and Azumarill on water, I see less and less use for Spore. Loaded dice is very nice with a Swords Dance set, but for ladder purposes, a Focus Sash does more as it allows Breloom to do something in Fire and Flying matchups in combination with Rock Tomb, without serving as a main sacrifice. It also gives a second way of dealing with Volcarona other than speed tying a +1 Volcarona with Tauros. Adamant nature for damage.
:Iron_Hands:
Many ponderings were done over the optimal EV spread. It feels awkward to run 248 HP (indivisible HP bracket for hazards) EV’s on a Pokémon with 154 Base HP, because of the diminished returns. Nevertheless, there are at least 2 good arguments to keep the spread as is:

  • 252 SpA Flutter Mane Moonblast vs. 248 HP / 252+ SpD Assault Vest Iron Hands: 198-234 (38.7 - 45.7%) -- 13.3% chance to 2HKO after 1 layer of Spikes
  • 252 SpA Choice Specs Protean Greninja Extrasensory vs. 248 HP / 252+ SpD Assault Vest Iron Hands: 204-242 (39.9 - 47.3%) -- 1.6% chance to 2HKO after Stealth Rock
Volt Switch is a great alternative, giving Fighting a very welcome slow pivoting opportunity. Though, movesets of the other Pokémon will have to be adjusted accordingly. Thunder Punch & Ice Punch help a lot in the Flying matchup.
:Gallade:
Nothing much to say other than: this Pokémon hits like a truck. With a scarf it can also outspeed and OHKO Flutter. Knock off is a good option over Night Slash, but doesn’t get a Sharpness boost. Other moves can be considered, but these 4 carry quite far.
:Iron_Valiant:
Specs sets have been standard for a while. Though, from playing experience I felt uneasy with Valiant not having freedom of clicking moves – 3 choiced Pokémons is a lot too. With an Expert Belt, Valiant keeps high damage outputs and moves more freely in Water, Poison, Ghost and Ground matchups. Thunderbolt also helps in the Flying Matchup. Psyshock is for Clodsire.
:Great_Tusk:
Tusk is the only real Stealth Rocks option Fighting can provide (Eviolite Primeape…), which is needed to secure KOs for your offensive threats. On top of that, it comes with Spin. While this is nice, it also compresses and forces Tusk into the same roll on every team, unless you want to play hazardless. This is a shame, because Tusk has great offensive presence and pressure. 40 Speed EV’s are chosen to outspeed Jolly Azumarill, with 4 additional EV’s to maintain an indivisible HP bracket for hazards. The choice was made to optimize Defense over overall bulk, but one could easily swap HP and Defensive EV’s around. Boots are chosen over Leftovers to allow Fighting to reliable clear and reclear hazards and to keep Tusk healthy from start to finish. The worst thing in this hazard stacking minigame is losing Tusk early to stacks of (Toxic) Spikes.
:Tauros_Paldea_Blaze:
Choice Scarf was chosen after lots of testing. Fighting really loves double speed control. Raging Bull feels like an essential for ladder Fighting, as it can remove any type of screens and does so before applying damage. Stone Edge + scarf helps with Flying and Fire & Bug (Volcarona) matchups. Will-o-Wisp is a personal favourite, giving Fighting the ability to cripple obvious switchins like Toxapex, Clodsire, Quagsire, Sableye, … instead of clicking a damaging move that does rather little. Though, one could easily forego this move for another attacking option: Earthquake, Wild Charge.
 
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Arase

Banned deucer.
ive been messing around with dark alot lately and i came up with a pretty solid team, pokepaste: Balanced Offensive Dark (pokepast.es) enjoy!

the team looks kinda standard except a few things, grass knot gren is there to hit ground/water mons, its not that odd but i highly suggest using it, kingambit got brick break for dark screens mu mostly and also beats other gambits, its evs creeps other gambits, corv and hp is divisible by 16 so its a leftovers number, ting lu is also a lefties number.

some result i did with the team:
1679011109480.png
while its not very high ladder or anything mind blowing thats proof i used the team and i did good with atleast

replays: https://replay.pokemonshowdown.com/gen9monotype-1798937356
https://replay.pokemonshowdown.com/gen9monotype-1800751913-xm93uk4se2p3653lm79w5dnm5gsy7ospw
https://replay.pokemonshowdown.com/gen9monotype-1802647523-rdpegmgmw4bjc4k0szzvdmecb8wpm4npw
 

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Moderator
With Pokemon Day coming up on the 27th, this project will be on hold until after they release details about Home. If there is a long time before Home is released, we will continue the project and if it won't be long for Home to be released we will wait for that to start collecting Samples. Thanks guys!
 
Nominating the following team for Ghost sample:

https://pokepast.es/4db473723ebad97d (ghost squad)

Got this team to #1 on ladder (see attachment) without much grinding (ignore the low-ish GXE, was messing around with other bad teams to 1400 before this, so I started with 73 gxe on my alt). I'd like to highlight the Sub skeleridge; EVs make the sub survive toxapex's chilling water and Corvikngiht's brave bird 100% of the time if no crit and creep most Kingambit; the set is super good against any type weak to fire, and also does significant work against poison. The scarfers (Mimikyu and Dragapult) are adjustments to the ladder environment where 50% of the matches in high ladder are against dark. Sub Gholdengo with Air Balloon helps against Types like Psychic (with sub to scout indeedee) and Poison (counters Coldsire, who Skeledirge consistently forces in)

Replays:

Ghost mirrors:
https://replay.pokemonshowdown.com/gen9monotype-1795693617-5xrk5vuba7pd367r20hcw5d77i5xyflpw
https://replay.pokemonshowdown.com/gen9monotype-1787733793-mqd142lkab4yaa7spwfx3y9lp8ih4l5pw

VS psy:
https://replay.pokemonshowdown.com/gen9monotype-1796107723-miznzt25dekwe3w6uybid5ggjniippupw

VS steel:
https://replay.pokemonshowdown.com/gen9monotype-1793926771-gdwdztdc4hc558eby2wypqrbwkdzi0vpw

VS Dark:
https://replay.pokemonshowdown.com/gen9monotype-1793070327-a68ybk89jqcn9hx7zk08u4ri5zif6i6pw
https://replay.pokemonshowdown.com/gen9monotype-1793067892-29qcezacfk1mqlg6bigyuk7qocfb50zpw
https://replay.pokemonshowdown.com/gen9monotype-1787718278-cq0pbs2he2q18o06trtx7xspwykk263pw
https://replay.pokemonshowdown.com/gen9monotype-1785910664-upg79wc5i2prh5qm4e10jnnch7k1tf2pw
https://replay.pokemonshowdown.com/gen9monotype-1785903387-4dvko3cvhzvdd756hrp3l0l1wuynnrkpw
https://replay.pokemonshowdown.com/gen9monotype-1785894420-87hcr4iyzz1djo01yhgs88c3j42c4o7pw

VS Water:
https://replay.pokemonshowdown.com/gen9monotype-1786604522-4b3153rwqvge6kkdfrb051qyjzq0c1lpw
https://replay.pokemonshowdown.com/gen9monotype-1786584789-ins1v9o78p77khdl2rfvbywkvk4drx3pw
https://replay.pokemonshowdown.com/gen9monotype-1785749643-wb4emugtkt6ahmclvukzh8dhs4gzot9pw

VS Dragon:
https://replay.pokemonshowdown.com/gen9monotype-1786589217-0kvhmagvwrw26xbxlsnywg6qyrxs4n9pw

VS Ground:
https://replay.pokemonshowdown.com/gen9monotype-1785907295-228drsiv4ux7cqh90vbcczbxd0vpx8qpw

VS Grass:
https://replay.pokemonshowdown.com/gen9monotype-1785170935-9v7v0sxxm1prc06g629koq48q00rsumpw

VS Fairy:
https://replay.pokemonshowdown.com/gen9monotype-1785868992-0vxwnn2q8o5evapvoqnfq52si94c7ttpw

VS Poison:
https://replay.pokemonshowdown.com/gen9monotype-1785754469-cf3o310gu5fsow0njr4jchra4jaxoybpw
https://replay.pokemonshowdown.com/gen9monotype-1785158466-96e1h16ki3721r2842dvemb8st9b1njpw

In addition, I'd like to make the following submission for a normal sample team, which I used on another alt to 1600 (not great but higher than I've seen anyone else use normal):

https://pokepast.es/0213accbf1d66d80 (normal squad)

This team uses Specs Cyclizar for role compression of Shed Tail + specs user; some normal teams have to use an unmon like Pyroar or Arboliva as a Specs mon. Specs Cyclizar is also somewhat unexpected, so it tends to grab more kills than Cyclizar's SPA would have you expect; plus it's surprisingly hard to play around even after the set is known due to the threat of Shed Tail.

Replays:

VS Water:
https://replay.pokemonshowdown.com/gen9monotype-1808945458-l04ei9su7y67sx27mmv5ogzlxn1vvibpw
https://replay.pokemonshowdown.com/gen9monotype-1796620737-yxw2iq8yfxkktqejxzahfyb7addi4cipw

VS Dragon:
https://replay.pokemonshowdown.com/gen9monotype-1808941804-bbnlpghoz8ic2mjiw7kslsr5hrzwr96pw
https://replay.pokemonshowdown.com/gen9monotype-1808930173-z4nnzk8zdab9fe7dezopik3bk3o2b5qpw

VS Ground:
https://replay.pokemonshowdown.com/gen9monotype-1808934820-7srmwjt5w2d7n92fw7rhpgtl67sf990pw
https://replay.pokemonshowdown.com/gen9monotype-1808917706-7bo6lqtfg6n9ivxzi0t4guzhdmvh2wppw

VS Fairy:
https://replay.pokemonshowdown.com/gen9monotype-1791455077-iu166bscomu8praeel7dm6ckez53a3cpw
https://replay.pokemonshowdown.com/gen9monotype-1789597470-bbupmk3mewhady96qf7jgmj0b9sixv1pw

VS Dark:
https://replay.pokemonshowdown.com/gen9monotype-1790509421-qt9ea4eoda954i2tiwk4e8uhgwn8765pw

VS Fighting:
https://replay.pokemonshowdown.com/gen9monotype-1789637718-p4alnhx3x56hxhyp9c6hah5wfqafnlcpw

VS Fire:
https://replay.pokemonshowdown.com/gen9monotype-1789622628-wz4kpz05afxjmlv8hfqnh9zjbj25p7xpw
https://replay.pokemonshowdown.com/gen9monotype-1789593573-sdqsxl1jleeg7xsrhnwgn1zksqkb4aspw

VS Ghost:
https://replay.pokemonshowdown.com/gen9monotype-1788715465-ufpldefv5it2tl51pelur82jm81fjr2pw
 

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Neko

When you live for love, how precious life can be
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1.2k post :blobnom:
[Poison] Choice Scarf Glimmora Balance
:glimmora: :clodsire: :toxapex: :amoonguss: :skuntank: :iron-moth:
Glimmora @ Choice Scarf
Ability: Toxic Debris
Tera Type: Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Mortal Spin
- Power Gem / Energy Ball
- Earth Power
- Dazzling Gleam

Clodsire @ Black Sludge
Ability: Unaware
Tera Type: Poison
EVs: 252 HP / 32 Def / 224 SpD
Careful Nature
- Low Kick
- Earthquake
- Spikes
- Recover

Toxapex @ Rocky Helmet
Ability: Regenerator
Tera Type: Poison
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Infestation
- Recover
- Chilling Water
- Haze

Amoonguss @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Grass
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Toxic / Growth / Spore
- Giga Drain
- Stomping Tantrum
- Synthesis

Skuntank @ Black Sludge
Ability: Aftermath
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Toxic Spikes
- Fire Spin
- Crunch / Sucker Punch
- Poison Jab / Sucker Punch

Iron Moth @ Air Balloon / Heavy-Duty Boots
Ability: Quark Drive
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Fiery Dance
- Discharge
- Energy Ball
This team relies on the defensive backbone of Amoongus, Toxapex, and Clodsire to slowly wear down the opposing team for Choice Scarf Glimmora and Iron Moth to finish off the team.
:glimmora: Provides us with a fast team mate, revenge-kills threats such as Chien-Pao, Greninja, and picks off Gallade, Dragonite, and Garchomp once worn down. Mortal Spin is your only form of entry hazard removal, making it needed in its set. Power Gem OHKO'es Chien Pao, while Energy Ball deals with Greninja and Gastrodon. Earth Power deals with Steel-types like Iron Treads that usually comes to block its entry hazard removal attempts. Lastly, Dazzling Gleam is a must due to the prevalence of Dark in the metagame.
:clodsire: Is our Specially Defensive wall, dealing with threats like Hydreigon, Volcarona, and (non-Psyshock) Flutter Mane. Low Kick lets it deal with the aforementioned Hydreigon and deals with Kingambit in a pinch. Spikes needed so that we eventually wear down the opposing team. 32 Def means you live Choice Specs Flutter Mane's Psyshock.
:amoonguss: Is the first half of our Physically Defensive core, dealing with Ground- and Water-types such as Great Tusk, Garchomp, and (non-Ice Spinner) Azumarill. Toxic wears down switch-ins such as Ting-Lu, and is funny to use in conjunction with Stomping Tantrum. Alternatively, Growth makes the Ground matchup easier as you eventually pressure the opposing team offensively.
:toxapex: Is the second half of our Physically Defensive core, annoying most physical attackers by trapping and slowly neutralizing them with Infestation and Chilling Water. Rocky Helmet provides even more chip, annoying attackers such as Baxcalibur lacking Earthquake, Chien Pao, and Barraskewda.
:skuntank: Is our Psychic immune team mate, which deals with Hatterene and can be used so that something like Psycho Cut Gallade or Espathra doesnt sweep us. Fire Spin traps common switch-ins like Klefki and Bronzong, allowing you to set Toxic Spikes against Fairy and Psychic teams. Also, this lets you trap and 1v1 Hatterene very early and lets you position better against the opposing team due to their need to do something to Skunktank. Crunch is better than Sucker Punch most of the time and Poison Jab is needed to have a better matchup with Hatterene.
:iron-moth: Is one of the ways to force progress against Steel, Flying, and Water. Substitute takes advantage of forced switches and is also a way to outplay Kingambit, which deletes Poison teams late-game due to Supreme Overlord's boosts.

[Dragon] Choice Scarf Walking Wake Offense
:walking-wake: :baxcalibur: :garchomp: :dragapult: :hydreigon: :dragalge:
Walking Wake @ Choice Scarf
Ability: Protosynthesis
Tera Type: Water
EVs: 8 HP / 244 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Draco Meteor
- Flamethrower
- Hydro Steam / Dragon Pulse

Baxcalibur @ Heavy-Duty Boots
Ability: Thermal Exchange
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Ice Shard
- Earthquake
- Icicle Crash
- Dragon Dance

Dragapult @ Choice Specs
Ability: Infiltrator
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Thunderbolt / Fire Blast
- Draco Meteor
- U-turn

Hydreigon @ Leftovers
Ability: Levitate
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Dark Pulse
- Flamethrower / Draco Meteor / Taunt

Garchomp @ Roseli Berry
Ability: Rough Skin
Tera Type: Dragon
EVs: 88 HP / 180 Atk / 240 Spe
Jolly Nature
- Earthquake
- Dragon Tail
- Spikes
- Stealth Rock

Dragalge @ Black Sludge
Ability: Adaptability
Tera Type: Poison
EVs: 248 HP / 84 Def / 176 SpD
Careful Nature / Sassy Nature
- Gunk Shot / Sludge Bomb
- Dragon Tail
- Toxic Spikes
- Protect
This team utilizes Walking Wake as a Choice Scarf user, freeing its team mates such as Dragapult and Baxcalibur to run better sets. Hydreigon and Baxcalibur work together as a decent wallbreaking core that tackles bulky types such as Rainless Water, Poison, and Ground, while Choice Specs Dragapult positions its team mates well with U-turn and can clean up or punch holes on the opposing team. Dragalge and Garchomp are the "defensive" core, dealing with threats such as Flutter Mane, Meowscarada, and Hatterene for the team.
:walking-wake: Deals with boosted threats such as Chien-Pao, Baxcalibur, and Scizor which could otherwise sweep the team. Speed-boosting Protosynthesis is chosen to trivialize the Fire matchup alongside Hydro Steam, while Dragon Pulse is great for the mirror matchup.
:baxcalibur: Utilizes a Dragon Dance set with Heavy-Duty Boots, due to the lack of entry hazard control in the team. To make up for the lost damage [due to the lack of Loaded Dice + Icicle Spear], an Adamant nature is used. With the combination of Earthquake, Icicle Crash, and Ice Shard, Baxcalibur is able to clean types such as Poison, Flying, Ground, and Dragon late-game. Ice Shard also notably picks off Choice Scarf Meowscarada, which is nice as far as Dragon teams are concerned.
:garchomp: Utilizes a Roseli Berry to deal with Flutter Mane, allowing it to lure and remove it with Earthquake. If you aren't paranoid of it, Leftovers or Rocky Helmet with Max HP may be used instead. The Speed EVs lets it outspeed base 100 threats and under, providing the team with a decently fast Pokemon in a pinch.
:dragapult: Is a general cleaner, due to its great speedtier and coverage moves. The choice between Fire Blast and Thunderbolt depends on what threat are you more worried about, hitting Demon Keys or Azumarill for good damage, aside from this moveslot being another way for Dragon teams to deal with Corviknight. U-turn lets you pivot out of switch-ins like Clodsire and Ting-Lu which endlessly wall Dragapult otherwise.
:hydreigon: Uses a familiar set in Substitute + Nasty Plot, and is able to stallbreak bulky Pokemon not named Ting-Lu or Clodsire. The final move of choice is dependent on what the user is more worried about, Draco Meteor lets it be more effective in the Dragon matchup, Flamethrower makes it a great check to Kingambit so that it wont sweep the team late-game, while Taunt lets it annoy bulky walls such as Dondozo, Toxapex, and (non-Low Kick) Clodsire.
:dragalge: Sponges Fairy-type moves from Choice Scarf users like Iron Valiant and Meowscarada and Hatterene for the team. It sets Toxic Spikes which is vital in matchups like Dark and Fairy. Gunk Shot is preferred as most Fairies are Calm Minding or are Flutter Mane, but Sludge Bomb may be used with a Sassy Nature if you're paranoid of missing. Dragon Tail phazes out switchins such as T84 Def EVs makes Meowscarada's Play Rough a 3HKO, giving you ample time to set Toxic Spikes or kill it.

[Steel] Choice Scarf Iron Treads Offense
:klefki: :corviknight: :iron-treads: :gholdengo: :kingambit: :forretress:
Klefki @ Leftovers
Ability: Prankster
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Iron Defense
- Draining Kiss
- Magnet Rise

Corviknight @ Leftovers
Ability: Pressure
Tera Type: Flying
EVs: 244 HP / 32 Def / 232 SpD
Impish Nature
- Bulk Up
- Taunt
- Brave Bird
- Roost

Iron Treads @ Choice Scarf
Ability: Quark Drive
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Spinner
- Volt Switch
- Earthquake
- Stone Edge

Kingambit @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Kowtow Cleave
- Iron Head

Gholdengo @ Choice Specs
Ability: Good as Gold
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Shadow Ball
- Make It Rain
- Thunderbolt

Forretress @ Leftovers
Ability: Sturdy
Tera Type: Bug
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Spikes
- Volt Switch
- Stealth Rock / Toxic Spikes
- Rapid Spin
This team uses a plethora of bulky setup sweepers do deal with the most amount of matchups possible. Choice Scarf Iron Treads provides momentum and revenge kills threats such as Chien-Pao and (not Timid) Scovillain, and also picks off Greninja, Choice Scarf Flamigo, and Choice Scarf Gallade. Corviknight is EV'ed to almost always not be 2HKO'ed by most Close Combat Scarfers like Quaquaval and Flamigo while retaining most of its special bulk. Swords Dance Kingambit is EV'ed to outspeed Corviknight and Skeledirge, which trouble Steel teams. Choice Specs Gholdengo deals with bulkier teams reliant on Unaware users, and Trick lets it inconvinience Dondozo or Clodsire which usually switch into it. Forretress is chosen due to its ability to provide the most comprehensive entry hazard support, and Toxic Spikes is hard to come by for Steel teams.
 
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[Ghost] Balanced (Click icons for import)
:Zoroark-Hisui::Dragapult::Flutter Mane::Brambleghast::Skeledirge::Gholdengo:
Zoroark-H:
Zoroark-H adds a whole new complexity to both Normal and Ghost by adding a crucial immunity to Fighting and Ghost respectively. This set works in a few different ways, some more subtle while others more obvious. To start, Zoroark-H's speed tier is pretty good for Choice Scarf and with 125 base Special Attack, it can still deal consistent damage. Illusion actually works quite well on the team by using Dragapult as the primary Illusion. With Shadow Ball, Flamethrower and U-turn, Zoroark can potentially bluff a Scarf or Specs Dragapult which not only hides itself, but also gives pause to what the Dragapult set might actually be.

Dragapult:
This set is pretty standard from last generation. The main difference here is the use of Muscle Band and Sucker Punch instead of Leftovers and Substitute. I find Sucker Punch to be quite helpful against threatening Ghost and Dragon types primarily. In very unique instances, Sucker Punch can be used to stall an opponent's Sucker Punch PP since Dragapult will always be faster making theirs fail.

Flutter Mane:
Again, a standard set here with STABs, Psyshock for Clodsire and Thunderbolt to cover Water (most notably Dondozo). 12 Def ensures Flutter Mane lives a Life Orb Shadow Sneak from Mimikyu from full. This calc isn't always that helpful, but 12 EVs is a pretty low cost for that possibility.

Brambleghast:
Kind of a necessary evil on a balanced Ghost, Brambleghast is your primary Spike setter and hazard control. It's not super bulky so you still need to be careful with when you bring it in. Strength Sap is chosen over Shadow Sneak for a little bit of survivability and to provide better switches for teammates trying to come in.

Skeledirge:
Generally a Defense invested Skeledirge is better but I chose Special Defense to offset it's lower defensive side and take advantage of it's natural Defense and Will-O-Wisp to be as "spongy" as possible. This helps take pressure off of Brambleghast to make sure it can more consistently set or clear hazards as necessary. Heavy-Duty Boots is an option for the item slot as well. 28 Speed allows Skeledirge to outspeed Corviknight as well as most Kingambits.

Gholdengo:
Lastly there is Gholdengo; With Air Balloon it provides the team a good buffer for spammed Ground attacks that Brambleghast can't take a lot of. This set uses Gholdengo's natural bulk to cripple opponents with Thunder Wave and deal damage with the high BP of Make It Rain and a 2x Hex. Good as Gold is also great to deny the opponent any clearing of hazards you have set during the game.

[Flying] Volt-turn Bulky Offense
:Bombirdier::Corviknight::Kilowattrel::Dragonite::Flamigo::Pelipper:
Bombirdier:
Bombirdier starts the defensive core of the team with Dark typing to resist Ghost and force Flutter Mane into 50/50s with Shadow Ball / Moonblast vs. Bombirdier / Corviknight, which is also why the investment is in Special Defense. Additionally this is the only Stealth Rock setter on Flying and it comes with Knock Off, Roost and Parting Shot for utility, survivability and momentum respectively.

Corviknight:
This is the backbone of the entire team; the mixed EV spread helps to deal with threats like Flutter Mane and Chien-Pao and pressure them with Iron Head. As Flying's only hazard control, Corviknight is extremely important to keep alive. Because of it's bulk it can take a lot of coverage attacks for minimal damage and use U-turn to pivot out and maintain offensive pressure which Flying really needs without the consistent immunity core of past gens.

Kilowattrel:
Kilowattrel serves a dual purpose in an Electric immunity and the first part of the offensive core. Hurricane gets 100% accuracy in Rain from Pelipper to deal high amounts of damage with Weather Ball to check Ground-type switch ins. Thunderbolt is the obvious STAB option with Volt Switch to again, maintain momentum while still dealing solid damage with STAB and Choice Specs.


Dragonite:
This is most commonly a late game cleaner; not much in the meta can take two unresisted Choice Band Outrages which is good to break slower, bulkier teams like Poison. Extreme Speed is great to pick off more offensive teams after the threats have been chipped down in the early to mid game. With the rest of the team utilizing pivot moves, you can bring Dragonite in as needed to either pick off KOs, deal large chip damage or just force switches.

Flamigo:
Sadly the speed control options for Flying aren't the best, but Flamigo stands out for both typing and ability. Fighting is a great type to have to deal with the large presence of Dark types in the meta. Scrappy is nice to deal with Dark's only Fighting check, Sableye, as it still gets hit by Close Combat for super effective damage. Because Scrappy lets Flamigo hit immunities, the last move is Facade in case it gets a status.

Pelipper:
Pelipper rounds out the defensive core as another Ice neutrality. Ice Beam is used to hit other Flying-types as well as Dragons which could cause the team a little bit of a headache. With Drizzle, Hydro Pump can still do solid damage without any Special Attack investment. Roost is used to keep Pelipper around longer as a defensive sponge and to set Rain for Kilowattrel with U-turn to keep up momentum.
 
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Wave 1:

[Fairy] Screens Offense
:Flutter-mane: :klefki: :azumarill: :mimikyu: :hatterene: :iron-valiant:
Flutter Mane @ Choice Specs
Ability: Protosynthesis
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Energy Ball
- Moonblast
- Shadow Ball
- Psyshock

Klefki @ Light Clay
Ability: Prankster
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Foul Play / Thunder Wave
- Reflect
- Light Screen
- Spikes

Azumarill @ Sitrus Berry
Ability: Huge Power
Tera Type: Water
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Body Slam

Mimikyu @ Life Orb
Ability: Disguise
Tera Type: Ghost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Drain Punch
- Play Rough
- Shadow Sneak
- Swords Dance

Hatterene (F) @ Leftovers
Ability: Magic Bounce
Tera Type: Psychic
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Calm Mind
- Draining Kiss
- Psyshock
- Trick Room / Mystical Fire

Iron Valiant @ Choice Scarf
Ability: Quark Drive
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aura Sphere / Focus Blast
- Trick / Shadow Ball
- Moonblast
- Psyshock
:klefki: is the glue that holds the team together, it's screens provide the team with longevity and ease of switching and setup, while also pressuring the opposing team with Spikes and turning the tables on physical setup sweepers with Foul Play. Thunder Wave also lets it slow down the opposing team, helping its own team even further.

:flutter-mane: is the biggest recipient of the ease of switching provided by screens, with screens up it can survive physical hits even with its non-existent bulk, and dish out massive amounts of damage with its Choice Specs boosted attacks from its great STABs and coverage.

:azumarill: uses these screens to setup Belly Drum and become a dangeorous sweeper, completely turning the tables on Steel-type teams as they have no way to resist it's Huge Power +6 Aqua Jets. Body Slam lets it beat Amoonguss and Toxapex, two very big walls for Fairy, and Play Rough lets it dish out a lot of STAB damage against targets it's faster than or against targets that cannot OHKO it.

:hatterene:'s Magic Bounce is a critical part of this team, as Fairy has no way to remove hazards, completely denying them is very necessary, and Hatterene does just that! While also being able to beat the Poison types that would annoy Fairies with its vicious Calm Mind + Psyshock Combo, even letting it beat Blissey. Mystical Fire lets it counter the steel types that would live it's STABs.

:mimikyu: is a great sweeper under screens combined with its Disguise ability means that it is almost guaranteed to get up a free boost with Swords Dance. Great priority in Shadow Sneak lets it beat Ghost-type teams with ease, while it's decent speed tier means it outspeeds a lot of pokemon naturally, letting it throw off boosted Play Roughs. Drain Punch allows it to beat Steel Types like Kingambit fairy easily.

:Iron-valiant: lastly is a great cleaner with its Choice Scarf set letting it get the jump on many opposing scarfers like Iron Moth and Gholdengo which can be a problem for Fairy teams. With Trick it can cripple opposing walls like Corviknight and Toxapex. It's combination of STAB Moonblast and Aura Sphere / Focus Blast is very threatening to the Steel types that can harm Fairies!
After removing TR from Hatterene and updating some slashes, this team is approved.

[Psychic] Screens Offense
:scream-tail: :espathra: :armarouge: :indeedee: :hatterene: :gallade:
Scream Tail @ Light Clay
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Stealth Rock
- Wish / Thunder Wave / Encore

Espathra @ Leftovers / Heavy Duty Boots
Ability: Speed Boost
Tera Type: Psychic
EVs: 252 HP / 228 Def / 28 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Dazzling Gleam
- Roost

Armarouge @ Weakness Policy
Ability: Weak Armor
Tera Type: Fire
EVs: 252 HP / 212 Def / 28 SpDef / 16 Spe
Bold Nature
IVs: 0 Atk
- Iron Defense
- Calm Mind
- Stored Power
- Aura Sphere / Flamethrower

Indeedee (M) @ Choice Scarf
Ability: Psychic Surge
Tera Type: Psychic
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Shadow Ball
- Healing Wish

Hatterene (F) @ Kasib Berry / Kebia Berry
Ability: Magic Bounce
Tera Type: Psychic
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Giga Drain
- Draining Kiss
- Psyshock

Gallade (M) @ Roseli Berry
Ability: Sharpness
Tera Type: Psychic
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Agility
- Sacred Sword
- Psycho Cut
- Knock Off / Leaf Blade
:Scream-tail: is used as a Screens Setter on this team, with having access to a plethora of utility moves such as Stealth Rock to setup hazards, Encore to disrupt opponents and Wish to help with its teams longevity, and Thunder Wave to slow down opponents.

:espathra: is the star of the show, combining its deadly Speed Boost ability with Calm Mind and the increase of bulk from Scream Tail's Screens it can become a very terrifying sweeper, almost ending games instantly. The boosts racked up by Speed Boost and Calm Mind add towards the base power of Stored Power, which means that it's raw power can break through many Unaware Walls such as Skeledirge and Dondozo. Dazzling Gleam lets it beat many Dark Types that would otherwise be immune to Psychic. With 28 Speed, At +1 it can outspeed Choice Band Meowscarada and Choice Specs Greninja, threatening them with Dazzling Gleam.

:Armarouge: does the same thing as Espathra, but it combines it's ability Weak Armor with Calm Mind and Iron Defense to become nigh unbreakable under Screens, this bulk lets it withstand many Super Effective Moves, and using them to its advantage to activate it's Weakness Policy! All of it adding towards Stored Power, which gets insanely strong. Aura Sphere lets it beat the Dark Types that would wall it otherwise like Kingambit and Roaring Moon, while Flamethrower is a great STAB option with good power.

:Indeedee: provides Psychic Terrain to the team, not letting it being picked off by Priority Moves like Kingambit's Sucker Punch. While also acting as the team's scarfer providing good power under terrain. And also being able to Healing Wish up Espathra or Armarouge if their sweep is disrupted.

:Hatterene: acts as the Hazard Prevention for the team, staving off the biggest threat to the team being Toxic Spikes. While also being a threat in it's own right, being able to counter Dark Types. With Calm Mind and the STAB combination of Psyshock and Draining Kiss it can be really dangerous if let it set up. With Giga Drain as coverage letting it beat pokemon like Quagsire and Ting Lu. Kasib or Kebia Berry lets it beat Ghost types like Flutter Mane and Dragapult or Poison Types like Toxapex or Iron Moth. 56 Speed also lets it get the jump on Clodsire, which can otherwise beat Hatterene or Poison it.

:gallade: also helps with the Dark Matchup with its new Sharpness ability and Boosted Sacred Swords and Psycho Cuts. It is the best counter Dark has to Kingambit. With Agility, it can become very threatening, outspeeding many big threats. Knock Off lets it disrupt and cripple opponents while also being super effective against Dark. And Leaf Blade lets it being Gastrodon and Quagsire, pokemon that would wall it otherwise. Roseli Berry also lets it withstand some hits under screens against the likes of many fairies like Iron Valiant.
We are going to need resubmissions for all Dragon, Ghost, Grass, Normal, Psychic, and Water teams that were posted before the release of Iron Leaves, Walking Wake and Zoroark-Hisui, so this team is rejected.

[Ground] Balance / Hazard Stack
:Clodsire: :Great-Tusk: :Iron-Treads: :Quagsire: :Ting-Lu: :Sandy-Shocks:
Clodsire @ Black Sludge
Ability: Water Absorb
Tera Type: Poison
EVs: 248 HP / 160 Def / 96 SpD / 4 Spe
Careful Nature
- Earthquake
- Poison Jab
- Toxic Spikes
- Recover

Great Tusk @ Choice Scarf
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Headlong Rush
- Ice Spinner
- Knock Off

Iron Treads @ Leftovers
Ability: Quark Drive
Tera Type: Ground
EVs: 252 HP / 48 SpD / 208 Spe
Jolly Nature
- Earthquake
- Heavy Slam / Iron Head
- Rapid Spin
- Protect

Quagsire @ Leftovers
Ability: Unaware
Tera Type: Water
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stealth Rock
- Toxic
- Recover

Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Dark
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake / Body Press
- Ruination
- Spikes
- Whirlwind

Sandy Shocks @ Choice Specs
Ability: Protosynthesis
Tera Type: Electric
EVs: 48 HP / 208 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Earth Power
- Volt Switch
- Power Gem
:Clodsire:
Clodsire is this team's dedicated Water-type immunity for threats like Quaquaval, Pelipper, and Greninja. Earthquake is basic coverage and helps reduce passivity. Poison Jab allows Clodsire to pressure Meowscarada and Iron Valiant or just targets immune to Earthquake. Toxic Spikes forces progress and is very crucial in matchups like Fairy and Dark due to their lack of hazard removal. The given EV spread allows Clodsire to survive two Ice Beams from Choice Scarf Greninja and speed creep opposing Clodsire.

:Great-Tusk:
Great Tusk is the team's speed control and revenge killer as well as a vital asset in matchups like Dark and Ice. Close Combat hits Chien-Pao, Baxcalibur, and and Hydreigon. Headlong Rush decimates Pokémon like Flutter Mane, Iron Valiant, and Toxapex. Ice Spinner is great for instantly dealing with Garchomp leads and Dragonite. Knock Off alleviates matchups against Rotom-W and Slowbro, it also destroys Brambleghast switch-ins.

:Iron-Treads:
Iron Treads is an excellent Ice-type neutrality and makes the Fairy matchup so much easier. Heavy Slam and Iron Head are interchangeable although Heavy Slam is preferable in most cases, really nice for dealing with Hatterene and choice-locked Iron Valiants. Rapid Spin is crucial to retain your own hazards due to this team being a hazard stack. Protect is essential for scouting the likes of Greninja, Gallade, and Iron Valiant. The chosen EV spread outpaces base 100s.

:Quagsire:
Quagsire is extremely valuable as a Chien-Pao and Baxcalibur check. Earthquake prevents it from being too passive and is a good way to combat Iron Treads from clearing your hazards. Stealth Rock adds onto the hazard stack and is very important in the Ice matchup. Toxic forces progress and cripples walls like Ting-Lu and opposing Quagsire.

:Ting-Lu:
Ting-Lu is the team's phazer and is just insanely bulky. Ground-type coverage is really common so Body Press is a good option for Chien-Pao. Spikes adds on to the hazard stack. Whirlwind forces the opponent to sustain a lot of chip damage.

:Sandy-Shocks:
Sandy Shocks is very useful in the Water matchup and pressures nuisances like Corviknight and Amoonguss. Ground doesn't have too many special attackers this generation so Sandy Shocks pressures the many physical walls this generation with Earth Power and Thunderbolt. Volt Switch is essential to play around Focus Sash Breloom and just provide pivoting. Power Gem breaks past Volcarona and makes Sandy Shocks even more of a menace to Fire teams. The EV spread boosts speed in Sun with Protosynthesis.
With just a couple minor updates this team is approved.

[Dragon] Offense / Hazard Stack
:Baxcalibur: :Cyclizar: :Dragapult: :Dragonite: :Garchomp: :Dragalge:
Baxcalibur @ Choice Scarf
Ability: Thermal Exchange
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Naive / Jolly Nature
- Glaive Rush
- Icicle Crash
- Freeze-Dry / Brick Break
- Earthquake

Cyclizar @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Dragon
EVs: 236 HP / 20 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Rapid Spin
- Knock Off / Taunt
- Shed Tail

Dragapult @ Choice Specs
Ability: Infiltrator
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Shadow Ball
- Thunderbolt
- Flamethrower / U-turn

Dragonite @ Heavy-Duty Boots
Ability: Multiscale
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Extreme Speed
- Dragon Dance

Garchomp @ Roseli Berry
Ability: Rough Skin
Tera Type: Dragon
EVs: 204 HP / 96 Atk / 208 Spe
Jolly Nature
- Earthquake
- Iron Head
- Spikes
- Stealth Rock

Dragalge @ Black Sludge
Ability: Adaptability
Tera Type: Poison
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Gunk Shot
- Dragon Tail
- Toxic Spikes
- Protect
:Baxcalibur:
Baxcalibur is this team's speed control and dedicated Chien-Pao answer. Glaive Rush is really powerful and doesn't really need an explanation, although, it is Baxcalibur's method of eliminating Chien-Pao if Freeze-Dry is used over Brick Break. Icicle Crash is an excellent way to break past Ting-Lu, Amoonguss, and Great Tusk which tend to be issues for Dragonite. Freeze-Dry is for Quagsire and Brick Break is primarily for Chien-Pao and Kingambit. Earthquake hits Toxapex, Kingambit if not using Brick Break, and Klefki.

:Cyclizar:
Cyclizar is an offensive pivot and the team's hazard control. Draco Meteor is for Dragon mirrors and just does decent damage. Rapid Spin does what it does, keeps your own hazards on the field. Knock Off is a pain to switch into and makes it easier to beat bulkier types like Steel and Poison. Taunt is nice to stop Ting-Lu from using Whirlwind, giving Dragonite a good chance to setup. Shed Tail is this Pokémon's entire purpose, keep setup sweepers like Dragonite safe or make it harder to eliminate the wallbreakers.

:Dragapult:
This team's wallbreaker and partially speed control. Draco Meteor is a nuke, destroys anything slightly lacking in HP or Special Defense. Shadow Ball is good for spamming since Normal is non-existent. Thunderbolt makes it easier to deal with Dondozo and Toxapex. Flamethrower is good for Kingambit switch-ins and Chien-Pao locked out of priority. U-turn is nice to pivot out of switch-ins.

:Dragonite:
Setup sweeper, not much else to say. Dragon Claw is good STAB, reliable and hits a lot neutrally. Earthquake is for Toxapex, Kingambit, and Gholdengo. Extreme Speed is excellent for revenge killing and picks off weakened Chien-Pao and Meowscarada.

:Garchomp:
Earthquake allows Garchomp to deal with Mimikyu and Steel-types. Dragon Tail is for phazing into hazards. Stealth Rock and Spikes are self-explanatory. EVs outpace Mimikyu and OHKO Flutter Mane with Iron Head.

:Dragalge:
Iron Valiant and Flutter Mane check. Gunk Shot hits the aforementioned two like a truck with Adaptability. Dragon Tail does the same thing as Garchomp. Toxic Spikes is very good in the Fairy matchup and is annoying in general. Protect capitalizes on Black Sludge and is nice for scouting.
To be done.
We are going to need resubmissions for all Dragon, Ghost, Grass, Normal, Psychic, and Water teams that were posted before the release of Iron Leaves, Walking Wake and Zoroark-Hisui, so this team is rejected.

:mimikyu: :flutter-mane: :gholdengo: :Froslass: :dragapult: :brambleghast:
https://pokepast.es/c822bdcc60fe68d9
Standard Froslass Suicide Lead into strong setup sweepers and cleaners. Life Orb on Dragapult is very helpful and can get destroy teams after a simple DD, having basically no Unaware-less switch-ins. Bramble is helpful for Spin and helps a lot in Ground and especially Water matchup, with Sneak useful in some situations to clean-up faster mons or eventually take a kill in mirrors where it usually is useless. Scarf Mane can clean teams very easily and it's helpful against Dark teams, being able to beat them with some Spikes support and chip damage on Ting-Lu and Skuntank (Pao can still OHKO with its priorities) Balloon Gholdengo is helpful against stallish types such as Ground as it usually is immune to Clodsire's moves.
We are going to need resubmissions for all Dragon, Ghost, Grass, Normal, Psychic, and Water teams that were posted before the release of Iron Leaves, Walking Wake and Zoroark-Hisui, so this team is rejected.

:clodsire: :iron-treads: :palossand: :ting-lu: :great-tusk: :quagsire:
https://pokepast.es/9f6c6910d64b8ded
The concept is simple, stack hazards up and block spinners with Palo. Due to its ability, Palo can also block some mons such as Quaquaval, while Colbur makes it less vulnerable to mons such as Iron Treads or Tusk as you can always switch-in on them without fearing Knock Off predict. Clodsire can avoid 2HKO from Meowscarada altho it kinda needs Toxic Spikes for it to be killed. Without Unaware, the team becomes a bit vulnerable to Volcarona altho Toxic + Ting-Lu can toxic stall it. Taunt Corvi is also a problem without Sandy Shocks and Sableye+Pao+Meowscarada is also overwhelming as Sableye can prevent you from healing up, allowing Meowscarada and Pao to break easily. Scarf Tusk is a great cleaner against types such as Dark, Dragon, Poison, Mirrors, Ghost and eventually Psychic. Treads can pivot and helps with hazard control while helping Clodsire checking Fairy-types.
Haven't really saved any, used Clodsire+Gastro for a while.
This team is a bit out of date with the updated meta (since I know you posted this extremely early), and is similar to Giyu's, which is a little bit more refined so this team is rejected.

:Dragonite: :corviknight: :talonflame: :kilowattrel: :iron-jugulis: :pelipper:
https://pokepast.es/6cd46902cfd6e376
I remember seeing the concept from some replays in SV Welcome Tour and I stole it while helping for a RMT. Kilowattrel is very strong with Rain support and is hard to switch into for most of the types in the metagame. Furthermore, the Voltturn Combination can be lethal as it leads Kilowattrel himself or Band Dnite to have many possibilities in the game, along with Jugulis being a nice cleaner, especially against types such as Ghost. Gyarados>Talonflame can be an option, but I believe that Corvi needs both Body Press + Iron Head to check Steel Types and Fairies (Such as Pao, Kingambit, Flutter Mane) but you also surely want U-turn, so having Defog on Talonflame is fine altho I also ran double Defog for a while. Band Espeed can help against prio Ice Shard while Corvi usually checks Ice Types as they are most likely physical.
Scarf Iron Jugulis doesn't really do enough damage to be worthwhile, despite it's speed tier. Flamigo, Gyarados, or Salamence would be better options. There are also some other suboptimal/outdated sets (again, just because of the early submission date) so this team is rejected.

:kingambit: :meowscarada: :roaring-moon: :hydreigon: :chien-pao: :greninja:
https://pokepast.es/9825dd7929519199
A HO approach for Dark teams I wanted to share although I wouldn't say that's any better than Balanced Dark so I won't explain too much. The idea is to setup hazards and then offensively overwhelm. Gunk Shot on Gren is for Greninja as the matchup is very very doable if you have 1 Tspike and eventually 1 Spike up. Scarf Meowscarada is a crazy cleaner that can pivot and easily beat types such as Fighting and Ghost. Hydre is good against stallish/fat teams and Roaring can setup a DD and break through teams opening possibilities for its teammates. Kingambit is the goat and can tank everything and deal massive damage while Sash Pao can be cool to fish a kill against mons such as Lokix or just SD up and deal a lot of damage with stabs / prio Ice Shard.
With the lack of hazard control and other more optimal sets than double Focus Sash, this team is rejected.

:orthworm: :klefki: :iron-treads: :kingambit: :corviknight: :gholdengo:
https://pokepast.es/a8b9c589717ab4f1
Another Offensive team with Shed Tail and Hazards. Taunt Corvi is very strong against Fat teams such as Ground, Stall Water and Poison. I used the Klefki set quite frequently in SS and it can run Stored Power or Magnet Rise as it is very strong against types it hits x2 and can overall win many matchups by himself, while the rest is pretty self-explanatory. As Corvi is Strong vs Stallish teams, I prefer Recover on Gholdengo as Psyshock mainly hits Clodsire.
Unfortunately (again), there is another similar sample that is more refined that we are going with. This team is rejected.

:Breloom: :Iron_Hands: :Gallade: :Iron_Valiant: :Great_Tusk: :Tauros_Paldea_Blaze:
https://pokepast.es/677ce9521d40641f

Breloom @ Focus Sash
Ability: Technician
Tera Type: Grass
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Mach Punch
- Bullet Seed
- Rock Tomb
- Swords Dance

Iron Hands @ Assault Vest
Ability: Quark Drive
Tera Type: Fighting
EVs: 248 HP / 4 Def / 252 SpD / 4 Spe
Careful Nature
- Drain Punch / Volt Switch
- Thunder Punch / Volt Switch
- Ice Punch / Volt Switch
- Heavy Slam

Gallade (M) @ Choice Scarf
Ability: Sharpness
Tera Type: Psychic
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Sacred Sword
- Psycho Cut
- Night Slash
- Leaf Blade

Iron Valiant @ Expert Belt
Ability: Quark Drive
Tera Type: Fairy
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psyshock
- Thunderbolt
- Shadow Ball

Great Tusk @ Heavy-Duty Boots
Ability: Protosynthesis
Tera Type: Ground
EVs: 216 HP / 252 Def / 40 Spe
Impish Nature
- Earthquake
- Knock Off
- Rapid Spin
- Stealth Rock

Tauros-Paldea-Blaze @ Choice Scarf
Ability: Intimidate
Tera Type: Fighting
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Raging Bull
- Stone Edge
- Will-O-Wisp
Fighting plays as a bulky-offense type. You have a defensive backbone in Tusk and Hands, and while they pack and take a punch, they lack sustain. The core of Tusk and Hands is virtually irreplaceable. With both a lack of sustain and pivoting, Fighting needs to be played proactively by adapting to forced switch-ins. Valiant and Breloom are the main offensive core and are, in their own right, irreplaceable – though many different sets can be ran. Offensively, these two Pokémon are what makes Fighting so good against the top tier and common types. The core was rounded out by double scarf, as a mean of having sufficient speed control over Greninja, Flutter Mane, … Gallade deals insane damage with Sharpness and covers a weakness with Psychic type, while Tauros serves as a secondary hit taker with Intimidate, alongside a nice speed stat. Raging Bull is also a ladder essential, as it practically allows you to remove all types of screens and gives Fighting a chance in the Fairy matchup. Lucario is also great for ladder, as it gives particular help with Ghost and Fairy matchups. Though, I had no room for Lucario on this team. Movesets can easily be changed around, but generally changing one move means a collateral effect of changing multiple movesets along the way.
:Breloom:
With the rise of both Goggles on Pex and Azumarill on water, I see less and less use for Spore. Loaded dice is very nice with a Swords Dance set, but for ladder purposes, a Focus Sash does more as it allows Breloom to do something in Fire and Flying matchups in combination with Rock Tomb, without serving as a main sacrifice. It also gives a second way of dealing with Volcarona other than speed tying a +1 Volcarona with Tauros. Adamant nature for damage.
:Iron_Hands:
Many ponderings were done over the optimal EV spread. It feels awkward to run 248 HP (indivisible HP bracket for hazards) EV’s on a Pokémon with 154 Base HP, because of the diminished returns. Nevertheless, there are at least 2 good arguments to keep the spread as is:

  • 252 SpA Flutter Mane Moonblast vs. 248 HP / 252+ SpD Assault Vest Iron Hands: 198-234 (38.7 - 45.7%) -- 13.3% chance to 2HKO after 1 layer of Spikes
  • 252 SpA Choice Specs Protean Greninja Extrasensory vs. 248 HP / 252+ SpD Assault Vest Iron Hands: 204-242 (39.9 - 47.3%) -- 1.6% chance to 2HKO after Stealth Rock
Volt Switch is a great alternative, giving Fighting a very welcome slow pivoting opportunity. Though, movesets of the other Pokémon will have to be adjusted accordingly. Thunder Punch & Ice Punch help a lot in the Flying matchup.
:Gallade:
Nothing much to say other than: this Pokémon hits like a truck. With a scarf it can also outspeed and OHKO Flutter. Knock off is a good option over Night Slash, but doesn’t get a Sharpness boost. Other moves can be considered, but these 4 carry quite far.
:Iron_Valiant:
Specs sets have been standard for a while. Though, from playing experience I felt uneasy with Valiant not having freedom of clicking moves – 3 choiced Pokémons is a lot too. With an Expert Belt, Valiant keeps high damage outputs and moves more freely in Water, Poison, Ghost and Ground matchups. Thunderbolt also helps in the Flying Matchup. Psyshock is for Clodsire.
:Great_Tusk:
Tusk is the only real Stealth Rocks option Fighting can provide (Eviolite Primeape…), which is needed to secure KOs for your offensive threats. On top of that, it comes with Spin. While this is nice, it also compresses and forces Tusk into the same roll on every team, unless you want to play hazardless. This is a shame, because Tusk has great offensive presence and pressure. 40 Speed EV’s are chosen to outspeed Jolly Azumarill, with 4 additional EV’s to maintain an indivisible HP bracket for hazards. The choice was made to optimize Defense over overall bulk, but one could easily swap HP and Defensive EV’s around. Boots are chosen over Leftovers to allow Fighting to reliable clear and reclear hazards and to keep Tusk healthy from start to finish. The worst thing in this hazard stacking minigame is losing Tusk early to stacks of (Toxic) Spikes.
:Tauros_Paldea_Blaze:
Choice Scarf was chosen after lots of testing. Fighting really loves double speed control. Raging Bull feels like an essential for ladder Fighting, as it can remove any type of screens and does so before applying damage. Stone Edge + scarf helps with Flying and Fire & Bug (Volcarona) matchups. Will-o-Wisp is a personal favourite, giving Fighting the ability to cripple obvious switchins like Toxapex, Clodsire, Quagsire, Sableye, … instead of clicking a damaging move that does rather little. Though, one could easily forego this move for another attacking option: Earthquake, Wild Charge.
With one minor slash update this team is approved.

ive been messing around with dark alot lately and i came up with a pretty solid team, pokepaste: Balanced Offensive Dark (pokepast.es) enjoy!

the team looks kinda standard except a few things, grass knot gren is there to hit ground/water mons, its not that odd but i highly suggest using it, kingambit got brick break for dark screens mu mostly and also beats other gambits, its evs creeps other gambits, corv and hp is divisible by 16 so its a leftovers number, ting lu is also a lefties number.

some result i did with the team: View attachment 496254 while its not very high ladder or anything mind blowing thats proof i used the team and i did good with atleast

replays: https://replay.pokemonshowdown.com/gen9monotype-1798937356
https://replay.pokemonshowdown.com/gen9monotype-1800751913-xm93uk4se2p3653lm79w5dnm5gsy7ospw
https://replay.pokemonshowdown.com/gen9monotype-1802647523-rdpegmgmw4bjc4k0szzvdmecb8wpm4npw
If Kingambit is going to speed creep Corviknight, you want to have Kowtow Cleave. With that update the team is approved.

Nominating the following team for Ghost sample:

https://pokepast.es/4db473723ebad97d (ghost squad)

Got this team to #1 on ladder (see attachment) without much grinding (ignore the low-ish GXE, was messing around with other bad teams to 1400 before this, so I started with 73 gxe on my alt). I'd like to highlight the Sub skeleridge; EVs make the sub survive toxapex's chilling water and Corvikngiht's brave bird 100% of the time if no crit and creep most Kingambit; the set is super good against any type weak to fire, and also does significant work against poison. The scarfers (Mimikyu and Dragapult) are adjustments to the ladder environment where 50% of the matches in high ladder are against dark. Sub Gholdengo with Air Balloon helps against Types like Psychic (with sub to scout indeedee) and Poison (counters Coldsire, who Skeledirge consistently forces in)

Replays:

Ghost mirrors:
https://replay.pokemonshowdown.com/gen9monotype-1795693617-5xrk5vuba7pd367r20hcw5d77i5xyflpw
https://replay.pokemonshowdown.com/gen9monotype-1787733793-mqd142lkab4yaa7spwfx3y9lp8ih4l5pw

VS psy:
https://replay.pokemonshowdown.com/gen9monotype-1796107723-miznzt25dekwe3w6uybid5ggjniippupw

VS steel:
https://replay.pokemonshowdown.com/gen9monotype-1793926771-gdwdztdc4hc558eby2wypqrbwkdzi0vpw

VS Dark:
https://replay.pokemonshowdown.com/gen9monotype-1793070327-a68ybk89jqcn9hx7zk08u4ri5zif6i6pw
https://replay.pokemonshowdown.com/gen9monotype-1793067892-29qcezacfk1mqlg6bigyuk7qocfb50zpw
https://replay.pokemonshowdown.com/gen9monotype-1787718278-cq0pbs2he2q18o06trtx7xspwykk263pw
https://replay.pokemonshowdown.com/gen9monotype-1785910664-upg79wc5i2prh5qm4e10jnnch7k1tf2pw
https://replay.pokemonshowdown.com/gen9monotype-1785903387-4dvko3cvhzvdd756hrp3l0l1wuynnrkpw
https://replay.pokemonshowdown.com/gen9monotype-1785894420-87hcr4iyzz1djo01yhgs88c3j42c4o7pw

VS Water:
https://replay.pokemonshowdown.com/gen9monotype-1786604522-4b3153rwqvge6kkdfrb051qyjzq0c1lpw
https://replay.pokemonshowdown.com/gen9monotype-1786584789-ins1v9o78p77khdl2rfvbywkvk4drx3pw
https://replay.pokemonshowdown.com/gen9monotype-1785749643-wb4emugtkt6ahmclvukzh8dhs4gzot9pw

VS Dragon:
https://replay.pokemonshowdown.com/gen9monotype-1786589217-0kvhmagvwrw26xbxlsnywg6qyrxs4n9pw

VS Ground:
https://replay.pokemonshowdown.com/gen9monotype-1785907295-228drsiv4ux7cqh90vbcczbxd0vpx8qpw

VS Grass:
https://replay.pokemonshowdown.com/gen9monotype-1785170935-9v7v0sxxm1prc06g629koq48q00rsumpw

VS Fairy:
https://replay.pokemonshowdown.com/gen9monotype-1785868992-0vxwnn2q8o5evapvoqnfq52si94c7ttpw

VS Poison:
https://replay.pokemonshowdown.com/gen9monotype-1785754469-cf3o310gu5fsow0njr4jchra4jaxoybpw
https://replay.pokemonshowdown.com/gen9monotype-1785158466-96e1h16ki3721r2842dvemb8st9b1njpw
We are going to need resubmissions for all Dragon, Ghost, Grass, Normal, Psychic, and Water teams that were posted before the release of Iron Leaves, Walking Wake and Zoroark-Hisui, so this team is rejected.

In addition, I'd like to make the following submission for a normal sample team, which I used on another alt to 1600 (not great but higher than I've seen anyone else use normal):

https://pokepast.es/0213accbf1d66d80 (normal squad)

This team uses Specs Cyclizar for role compression of Shed Tail + specs user; some normal teams have to use an unmon like Pyroar or Arboliva as a Specs mon. Specs Cyclizar is also somewhat unexpected, so it tends to grab more kills than Cyclizar's SPA would have you expect; plus it's surprisingly hard to play around even after the set is known due to the threat of Shed Tail.

Replays:

VS Water:
https://replay.pokemonshowdown.com/gen9monotype-1808945458-l04ei9su7y67sx27mmv5ogzlxn1vvibpw
https://replay.pokemonshowdown.com/gen9monotype-1796620737-yxw2iq8yfxkktqejxzahfyb7addi4cipw

VS Dragon:
https://replay.pokemonshowdown.com/gen9monotype-1808941804-bbnlpghoz8ic2mjiw7kslsr5hrzwr96pw
https://replay.pokemonshowdown.com/gen9monotype-1808930173-z4nnzk8zdab9fe7dezopik3bk3o2b5qpw

VS Ground:
https://replay.pokemonshowdown.com/gen9monotype-1808934820-7srmwjt5w2d7n92fw7rhpgtl67sf990pw
https://replay.pokemonshowdown.com/gen9monotype-1808917706-7bo6lqtfg6n9ivxzi0t4guzhdmvh2wppw

VS Fairy:
https://replay.pokemonshowdown.com/gen9monotype-1791455077-iu166bscomu8praeel7dm6ckez53a3cpw
https://replay.pokemonshowdown.com/gen9monotype-1789597470-bbupmk3mewhady96qf7jgmj0b9sixv1pw

VS Dark:
https://replay.pokemonshowdown.com/gen9monotype-1790509421-qt9ea4eoda954i2tiwk4e8uhgwn8765pw

VS Fighting:
https://replay.pokemonshowdown.com/gen9monotype-1789637718-p4alnhx3x56hxhyp9c6hah5wfqafnlcpw

VS Fire:
https://replay.pokemonshowdown.com/gen9monotype-1789622628-wz4kpz05afxjmlv8hfqnh9zjbj25p7xpw
https://replay.pokemonshowdown.com/gen9monotype-1789593573-sdqsxl1jleeg7xsrhnwgn1zksqkb4aspw

VS Ghost:
https://replay.pokemonshowdown.com/gen9monotype-1788715465-ufpldefv5it2tl51pelur82jm81fjr2pw
We are going to need resubmissions for all Dragon, Ghost, Grass, Normal, Psychic, and Water teams that were posted before the release of Iron Leaves, Walking Wake and Zoroark-Hisui, so this team is rejected.

1.2k post :blobnom:
[Poison] Choice Scarf Glimmora Balance
:glimmora: :clodsire: :toxapex: :amoonguss: :skuntank: :iron-moth:
Glimmora @ Choice Scarf
Ability: Toxic Debris
Tera Type: Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Mortal Spin
- Power Gem / Energy Ball
- Earth Power
- Dazzling Gleam

Clodsire @ Black Sludge
Ability: Unaware
Tera Type: Poison
EVs: 252 HP / 32 Def / 224 SpD
Careful Nature
- Low Kick
- Earthquake
- Spikes
- Recover

Toxapex @ Rocky Helmet
Ability: Regenerator
Tera Type: Poison
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Infestation
- Recover
- Chilling Water
- Haze

Amoonguss @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Grass
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
- Toxic / Growth / Spore
- Giga Drain
- Stomping Tantrum
- Synthesis

Skuntank @ Black Sludge
Ability: Aftermath
Tera Type: Poison
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Toxic Spikes
- Fire Spin
- Crunch / Sucker Punch
- Poison Jab / Sucker Punch

Iron Moth @ Air Balloon / Heavy-Duty Boots
Ability: Quark Drive
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Fiery Dance
- Discharge
- Energy Ball
This team relies on the defensive backbone of Amoongus, Toxapex, and Clodsire to slowly wear down the opposing team for Choice Scarf Glimmora and Iron Moth to finish off the team.
:glimmora: Provides us with a fast team mate, revenge-kills threats such as Chien-Pao, Greninja, and picks off Gallade, Dragonite, and Garchomp once worn down. Mortal Spin is your only form of entry hazard removal, making it needed in its set. Power Gem OHKO'es Chien Pao, while Energy Ball deals with Greninja and Gastrodon. Earth Power deals with Steel-types like Iron Treads that usually comes to block its entry hazard removal attempts. Lastly, Dazzling Gleam is a must due to the prevalence of Dark in the metagame.
:clodsire: Is our Specially Defensive wall, dealing with threats like Hydreigon, Volcarona, and (non-Psyshock) Flutter Mane. Low Kick lets it deal with the aforementioned Hydreigon and deals with Kingambit in a pinch. Spikes needed so that we eventually wear down the opposing team. 32 Def means you live Choice Specs Flutter Mane's Psyshock.
:amoonguss: Is the first half of our Physically Defensive core, dealing with Ground- and Water-types such as Great Tusk, Garchomp, and (non-Ice Spinner) Azumarill. Toxic wears down switch-ins such as Ting-Lu, and is funny to use in conjunction with Stomping Tantrum. Alternatively, Growth makes the Ground matchup easier as you eventually pressure the opposing team offensively.
:toxapex: Is the second half of our Physically Defensive core, annoying most physical attackers by trapping and slowly neutralizing them with Infestation and Chilling Water. Rocky Helmet provides even more chip, annoying attackers such as Baxcalibur lacking Earthquake, Chien Pao, and Barraskewda.
:skuntank: Is our Psychic immune team mate, which deals with Hatterene and can be used so that something like Psycho Cut Gallade or Espathra doesnt sweep us. Fire Spin traps common switch-ins like Klefki and Bronzong, allowing you to set Toxic Spikes against Fairy and Psychic teams. Also, this lets you trap and 1v1 Hatterene very early and lets you position better against the opposing team due to their need to do something to Skunktank. Crunch is better than Sucker Punch most of the time and Poison Jab is needed to have a better matchup with Hatterene.
:iron-moth: Is one of the ways to force progress against Steel, Flying, and Water. Substitute takes advantage of forced switches and is also a way to outplay Kingambit, which deletes Poison teams late-game due to Supreme Overlord's boosts.
This team is approved.

[Dragon] Choice Scarf Walking Wake Offense
:walking-wake: :baxcalibur: :garchomp: :dragapult: :hydreigon: :dragalge:
Walking Wake @ Choice Scarf
Ability: Protosynthesis
Tera Type: Water
EVs: 8 HP / 244 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Draco Meteor
- Flamethrower
- Hydro Steam / Dragon Pulse

Baxcalibur @ Heavy-Duty Boots
Ability: Thermal Exchange
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Ice Shard
- Earthquake
- Icicle Crash
- Dragon Dance

Dragapult @ Choice Specs
Ability: Infiltrator
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Thunderbolt / Fire Blast
- Draco Meteor
- U-turn

Hydreigon @ Leftovers
Ability: Levitate
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Dark Pulse
- Flamethrower / Draco Meteor / Taunt

Garchomp @ Roseli Berry
Ability: Rough Skin
Tera Type: Dragon
EVs: 88 HP / 180 Atk / 240 Spe
Jolly Nature
- Earthquake
- Dragon Tail
- Spikes
- Stealth Rock

Dragalge @ Black Sludge
Ability: Adaptability
Tera Type: Poison
EVs: 248 HP / 84 Def / 176 SpD
Careful Nature / Sassy Nature
- Gunk Shot / Sludge Bomb
- Dragon Tail
- Toxic Spikes
- Protect
This team utilizes Walking Wake as a Choice Scarf user, freeing its team mates such as Dragapult and Baxcalibur to run better sets. Hydreigon and Baxcalibur work together as a decent wallbreaking core that tackles bulky types such as Rainless Water, Poison, and Ground, while Choice Specs Dragapult positions its team mates well with U-turn and can clean up or punch holes on the opposing team. Dragalge and Garchomp are the "defensive" core, dealing with threats such as Flutter Mane, Meowscarada, and Hatterene for the team.
:walking-wake: Deals with boosted threats such as Chien-Pao, Baxcalibur, and Scizor which could otherwise sweep the team. Speed-boosting Protosynthesis is chosen to trivialize the Fire matchup alongside Hydro Steam, while Dragon Pulse is great for the mirror matchup.
:baxcalibur: Utilizes a Dragon Dance set with Heavy-Duty Boots, due to the lack of entry hazard control in the team. To make up for the lost damage [due to the lack of Loaded Dice + Icicle Spear], an Adamant nature is used. With the combination of Earthquake, Icicle Crash, and Ice Shard, Baxcalibur is able to clean types such as Poison, Flying, Ground, and Dragon late-game. Ice Shard also notably picks off Choice Scarf Meowscarada, which is nice as far as Dragon teams are concerned.
:garchomp: Utilizes a Roseli Berry to deal with Flutter Mane, allowing it to lure and remove it with Earthquake. If you aren't paranoid of it, Leftovers or Rocky Helmet with Max HP may be used instead. The Speed EVs lets it outspeed base 100 threats and under, providing the team with a decently fast Pokemon in a pinch.
:dragapult: Is a general cleaner, due to its great speedtier and coverage moves. The choice between Fire Blast and Thunderbolt depends on what threat are you more worried about, hitting Demon Keys or Azumarill for good damage, aside from this moveslot being another way for Dragon teams to deal with Corviknight. U-turn lets you pivot out of switch-ins like Clodsire and Ting-Lu which endlessly wall Dragapult otherwise.
:hydreigon: Uses a familiar set in Substitute + Nasty Plot, and is able to stallbreak bulky Pokemon not named Ting-Lu or Clodsire. The final move of choice is dependent on what the user is more worried about, Draco Meteor lets it be more effective in the Dragon matchup, Flamethrower makes it a great check to Kingambit so that it wont sweep the team late-game, while Taunt lets it annoy bulky walls such as Dondozo, Toxapex, and (non-Low Kick) Clodsire.
:dragalge: Sponges Fairy-type moves from Choice Scarf users like Iron Valiant and Meowscarada and Hatterene for the team. It sets Toxic Spikes which is vital in matchups like Dark and Fairy. Gunk Shot is preferred as most Fairies are Calm Minding or are Flutter Mane, but Sludge Bomb may be used with a Sassy Nature if you're paranoid of missing. Dragon Tail phazes out switchins such as T84 Def EVs makes Meowscarada's Play Rough a 3HKO, giving you ample time to set Toxic Spikes or kill it.
Swapping Roseli Berry for Rocky Helmet and this team is approved.

[Steel] Choice Scarf Iron Treads Offense
:klefki: :corviknight: :iron-treads: :gholdengo: :kingambit: :forretress:
Klefki @ Leftovers
Ability: Prankster
Tera Type: Steel
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Iron Defense
- Draining Kiss
- Magnet Rise

Corviknight @ Leftovers
Ability: Pressure
Tera Type: Flying
EVs: 244 HP / 32 Def / 232 SpD
Impish Nature
- Bulk Up
- Taunt
- Brave Bird
- Roost

Iron Treads @ Choice Scarf
Ability: Quark Drive
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Spinner
- Volt Switch
- Earthquake
- Stone Edge

Kingambit @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Kowtow Cleave
- Iron Head

Gholdengo @ Choice Specs
Ability: Good as Gold
Tera Type: Steel
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Trick
- Shadow Ball
- Make It Rain
- Thunderbolt

Forretress @ Leftovers
Ability: Sturdy
Tera Type: Bug
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Spikes
- Volt Switch
- Stealth Rock / Toxic Spikes
- Rapid Spin
This team uses a plethora of bulky setup sweepers do deal with the most amount of matchups possible. Choice Scarf Iron Treads provides momentum and revenge kills threats such as Chien-Pao and (not Timid) Scovillain, and also picks off Greninja, Choice Scarf Flamigo, and Choice Scarf Gallade. Corviknight is EV'ed to almost always not be 2HKO'ed by most Close Combat Scarfers like Quaquaval and Flamigo while retaining most of its special bulk. Swords Dance Kingambit is EV'ed to outspeed Corviknight and Skeledirge, which trouble Steel teams. Choice Specs Gholdengo deals with bulkier teams reliant on Unaware users, and Trick lets it inconvinience Dondozo or Clodsire which usually switch into it. Forretress is chosen due to its ability to provide the most comprehensive entry hazard support, and Toxic Spikes is hard to come by for Steel teams.
This team is approved.
 
Last edited:

Ashbala

You can pretend that it was me, but no, oh ♪
is a Pre-Contributor
[Fire] Offense
:torkoal: :ceruledge: :cinderace: :iron-moth: :skeledirge: :scovillain:


Torkoal @ Heat Rock
Ability: Drought
Tera Type: Fire
EVs: 248 HP / 28 Atk / 60 Def / 172 SpD
Relaxed Nature
- Stealth Rock
- Lava Plume
- Heavy Slam
- Rapid Spin



Ceruledge @ Focus Sash
Ability: Weak Armor
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Bitter Blade
- Solar Blade
- Shadow Sneak



Cinderace @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Low Kick
- Pyro Ball
- Court Change



Iron Moth @ Choice Scarf
Ability: Quark Drive
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Fire Blast
- Discharge
- Toxic Spikes



Skeledirge @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fire
EVs: 252 HP / 20 Def / 236 SpD
Bold Nature
IVs: 0 Atk
- Torch Song
- Hex
- Slack Off
- Will-O-Wisp



Scovillain @ Life Orb
Ability: Chlorophyll
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Flamethrower
- Solar Beam
- Giga Drain

Torkoal is your sun setter and allows your team with fire boosted attacks and reduces water moves damages thanks to its ability Drought. The given ev's can live choice specs Power gem Flutter mane from full and OHKO back with heavy slam. Scovillain is your main sun abuser with giga drain for recovery and Life Orb is to avoid locking in one move. Ceruledge with the help of sun and its ability can be a great late game sweeper with solar blade access to ko quagsire, gastrodon and great tusk. Cinderace is your hazard remover with court change help with switcing the hazards on opposing fields. Iron Moth is the speed control outside of Sun and toxic spikes pairing with skeledirge hex can be a good combo. Discharge is used for flying types mainly pelipper to prevent drizzle and gyarados. Skeledirge helps with fighting mu thanks to his ghost typing and unaware helps with bd azumarill and burns with will-o-wisp.

 
:sv/Forretress: :sv/Heracross: :sv/Scizor: :sv/Lokix: :sv/Slither Wing: :sv/Volcarona:

Forretress (M) @ Heavy-Duty Boots
Ability: Sturdy
Tera Type: Bug
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Volt Switch
- Gyro Ball

Heracross (M) @ Choice Scarf
Ability: Moxie
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Stone Edge
- Close Combat
- Earthquake

Scizor (M) @ Metal Coat
Ability: Technician
Tera Type: Bug
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Trailblaze
- Close Combat

Lokix (M) @ Life Orb
Ability: Tinted Lens
Shiny: Yes
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- First Impression
- Sucker Punch
- Throat Chop
- U-turn

Slither Wing @ Choice Band
Ability: Protosynthesis
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- First Impression
- Close Combat
- Flare Blitz
- Earthquake

Volcarona (M) @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Bug
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Giga Drain
- Fire Blast/Flamethrower
- Psychic
1679033877158.png
is our teams hazard removal hazard setter for the team. It also provides momentum for the team through the use of Volt switch and has Gyro Ball to beat faster foes such as Flutter Mane, Chien-Pao, and Dragapult.

1679035483595.png
is the Choice Scarf user of the team and a good revenge killer with it's ability moxie to get an attack boost after claiming a kill. Stone Edge + Earthquake creates an EdgeQuake combination and allows the team to have a chance at beating fire teams.

1679035457538.png
is essentially a good sweeper for Bug teams and a staple at it due to it's above average bulk and part Steel typing. Trailblaze let's it deal with Water types such as Rotom-Wash, Quagsire, and Quaquaval. Close Combat let's it handle Steel types like Iron Treads and Kingambit. 216 Speed Ev's are to outspeed Rotom-Wash and outspeed to kill it before getting burned.

1679036145318.png
takes on an all out attacker offensive role and does it's job well with Tinted Lens to double not very effective moves against opponents and with Life Orb as it's item. Throat Chop is the Dark STAB outside of Sucker Punch so that it doesn't have to rely on the opponent to attack and U-Turn is used to punish slower teams and to gain momentum for it's teammates. Axe Kick can be used to

1679039901703.png
is the wallbreaker of the team with Choice Band to help deal big damage to types such as Dark, Poison, and Steel. Flare Blitz allows it to handle Amoonguss which otherwise can take it's other hits with the exception of First Impression (Assuming it has full HP). Earthquake is there to deal with Toxapex which otherwise walls Slither Wing.


1679040857428.png
is a staple on any Bug team since it's the best special attacker for the type and a fantastic Quiver Dance sweeper. Fire Blast is the STAB of choice to hit for high damage even with 85% accuracy. Flamethrower can be used instead if one prefers accuracy over power. Giga Drain handles Quagsire, Gastrodon, and Rotom-Wash. Psychic deal with Poison types like Toxapex and Iron Moth
Soon.
:sv/Pelipper: :sv/Barraskewda: :sv/Greninja: :sv/Quaquaval: :sv/Gastrodon: :sv/Toxapex:

Pelipper (M) @ Choice Scarf
Ability: Drizzle
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump/Surf
- Hurricane
- Ice Beam
- U-turn

Barraskewda (M) @ Choice Band
Ability: Swift Swim
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Liquidation
- Close Combat
- Psychic Fangs
- Crunch

Greninja (M) @ Choice Specs
Ability: Protean
Shiny: Yes
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Ice Beam
- Extrasensory
- Grass Knot

Quaquaval (M) @ Heavy-Duty Boots
Ability: Moxie
Tera Type: Water
EVs: 252 HP / 32 Atk / 60 Def / 164 Spe
Jolly Nature
- Aqua Step
- Close Combat
- Rapid Spin
- Roost

Gastrodon (M) @ Heavy-Duty Boots
Ability: Sticky Hold
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Earthquake/Earth Power
- Chilling Water/Ice Beam/Clear Smog
- Recover

Toxapex (M) @ Black Sludge
Ability: Regenerator
Shiny: Yes
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Impish/Bold Nature
- Poison Jab/Chilling Water
- Toxic Spikes/Toxic
- Haze
- Recover
1679048933926.png
is the rain setter for the team and also has a Choice Scarf to outspeed moons like Iron Valiant and Garchomp. Hydro Pump hits hard especially in the rain and is Pelipper's strongest Water STAB. Surf can be used for better consistency if one prefers that although it does have less power so be careful. Hurricane targets Grass types like Breloom and Amoonguss which can be threatening to Water teams. U-turn allows Pelipper to create momentum for the team by bringing in a teammate on a predicted switch. Ice Beam targets Dragon types like Dragonite and Garchomp.

1679049856385.png
abuses the rain support brought by Pelipper and turns into a deadly wallbreaker while also doubling it's speed with Swift Swim. Close Combat deals with Dark types like Greninja, Hydreigon, and Roaring Moon. Psychic Fangs deals with Poison types like Toxapex and Amoonguss 2HKO'ing both of them since they wall Barraskewda otherwise. Crunch targets Ghost and Psychic types like Dragapult, Brambleghast, and Slowbro.

1679050344119.png
helps in many matchups such as Water, Grass, Poison, and Ground due to it's coverage options and it's ability in Protean. Dark Pulse hits Psychic and Ghost types like Indeedee and Gholdengo. Ice Beam targets Ground, Flying, Dragon, and Grass pokemon such as Clodsire, Dragonite, Garchomp, and Toedscruel. Extrasensory hits Fighting and Poison like Iron Hands and Toxapex. Grass Knot is good for Ground and Water types like Iron Treads, Ting-Lu, Gastrodon, and Dondozo.

1679050857057.png
helps remove hazards from the team and offers an offensive presence with Moxie. Aqua Step raises it's speed to outspeed foes like Volcarona. Close Combat is the STAB of choice since it's Quaquaval's strongest Fighting type STAB and hits hard even without a Moxie boost. Roost gives Quaquaval longevity and allows it to have more opportunities to spin away hazards throughout battle.

1679051316496.png
is our electric immunity and Stealth Rocker for the team as well as our special wall. Earthquake is our Ground type STAB and hits mons like Clodsire and Gholdengo for damage. Earth Power can be used to hit Toxapex better. Chilling Water acts like a substitute Scald and is nice to lower the opponent's physical mon's attack. Ice Beam can be used to hit mons like Garchomp and Hydreigon. Clear Smog can also be used to prevent mons like Hatterene from using Gastrodon as setup fodder. Recover allows Gastrodon to stay healthy throughout the game without getting worn down by damage.

1679051789062.png
is the physical wall of the team and provides a lot of good utility moves which make it one of the best defensive mons in the tier. Poison Jab hits Hatterene from using it as setup fodder and can spread poison to mons like Ting-Lu and Sableye. Chilling Water can be used instead if you wanna lower your opponent's attack just be sure to switch to a Bold nature if you do so. Toxic Spikes offers support to the team by spreading poison and forms a hazard stack core with Gastrodon's Stealth Rock. Toxic can be used to put mons on a timer and slowly chip them down. Haze is important so that it can check setup sweepers like Dragapult, Mimikyu, Dragonite, and Volcarona. Recover along with Regenerator allows Toxapex to be a defensive pivot throughout the game and helps with longevity so that Toxapex doesn't get worn down.
Soon.
 

Bka Onon

I see Fire.
is a Pre-Contributor
WIP

[Psychic] Iron Leaves Screens Hyper Offensea
:scream-tail::espathra::armarouge::indeedee::hatterene::iron-leaves:
Scream Tail @ Light Clay
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Stealth Rock
- Wish / Thunder Wave / Encore

Espathra @ Leftovers / Heavy Duty Boots
Ability: Speed Boost
Tera Type: Psychic
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Dazzling Gleam / Substitute
- Roost / Protect

Armarouge @ Weakness Policy
Ability: Weak Armor
Tera Type: Fire
EVs: 252 HP / 212 Def / 28 SpDef / 16 Spe
Bold Nature
IVs: 0 Atk
- Iron Defense
- Calm Mind
- Stored Power
- Aura Sphere / Flamethrower

Indeedee (M) @ Choice Scarf
Ability: Psychic Surge
Tera Type: Psychic
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Shadow Ball
- Healing Wish

Hatterene (F) @ Kasib Berry / Kebia Berry
Ability: Magic Bounce
Tera Type: Psychic
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Giga Drain
- Draining Kiss
- Psyshock

Iron Leaves @ Weakness Policy / Kasib Berry
Ability: Quark Drive
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature / Jolly Nature
- Agility
- Leaf Blade
- Close Combat
- Psyblade / Swords Dance
:Scream-tail: is used as a Screens Setter on this team, with having access to a plethora of utility moves such as Stealth Rock to setup hazards, Encore to disrupt opponents and Wish to help with its teams longevity, and Thunder Wave to slow down opponents.

:espathra: is the star of the show, combining its deadly Speed Boost ability with Calm Mind and the increase of bulk from Scream Tail's Screens it can become a very terrifying sweeper, almost ending games instantly. The boosts racked up by Speed Boost and Calm Mind add towards the base power of Stored Power, which means that it's raw power can break through many Unaware Walls such as Skeledirge and Dondozo. Dazzling Gleam lets it beat many Dark Types that would otherwise be immune to Psychic. With 44 Speed and a timid nature, At +1 it can outspeed Dragapult.

:Armarouge: does the same thing as Espathra, but it combines it's ability Weak Armor with Calm Mind and Iron Defense to become nigh unbreakable under Screens, this bulk lets it withstand many Super Effective Moves, and using them to its advantage to activate it's Weakness Policy! All of it adding towards Stored Power, which gets insanely strong. Aura Sphere lets it beat the Dark Types that would wall it otherwise like Kingambit and Roaring Moon, while Flamethrower is a great STAB option with good power.

:Indeedee: provides Psychic Terrain to the team, not letting it being picked off by Priority Moves like Kingambit's Sucker Punch. While also acting as the team's scarfer providing good power under terrain. And also being able to Healing Wish up Espathra or Armarouge if their sweep is disrupted.

:Hatterene: acts as the Hazard Prevention for the team, staving off the biggest threat to the team being Toxic Spikes. While also being a threat in it's own right, being able to counter Dark Types. With Calm Mind and the STAB combination of Psyshock and Draining Kiss it can be really dangerous if let it set up. With Giga Drain as coverage letting it beat pokemon like Quagsire and Ting Lu. Kasib or Kebia Berry lets it beat Ghost types like Flutter Mane and Dragapult or Poison Types like Toxapex or Iron Moth. 56 Speed also lets it get the jump on Clodsire, which can otherwise beat Hatterene or Poison it.

:iron-leaves: is a fast offensive threat that can take care of Ground team's defensive core and even beat Barraskweda under rain. the set it uses here is a possible double dance set taking full advantage of screens. With Close Combat it can even threaten steels that would wall it otherwise.
Soon

Or

[Psychic] Gallade Screens Hyper Offense
:scream-tail::espathra::armarouge::indeedee::hatterene::gallade:
Scream Tail @ Light Clay
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Stealth Rock
- Wish / Thunder Wave / Encore

Espathra @ Leftovers / Heavy Duty Boots
Ability: Speed Boost
Tera Type: Psychic
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Dazzling Gleam / Substitute
- Roost / Protect

Armarouge @ Weakness Policy
Ability: Weak Armor
Tera Type: Fire
EVs: 252 HP / 212 Def / 28 SpDef / 16 Spe
Bold Nature
IVs: 0 Atk
- Iron Defense
- Calm Mind
- Stored Power
- Aura Sphere / Flamethrower

Indeedee (M) @ Choice Scarf
Ability: Psychic Surge
Tera Type: Psychic
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Shadow Ball
- Healing Wish

Hatterene (F) @ Kasib Berry / Kebia Berry
Ability: Magic Bounce
Tera Type: Psychic
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Giga Drain
- Draining Kiss
- Psyshock

Gallade (M) @ Roseli Berry / Kasib Berry
Ability: Sharpness
Tera Type: Psychic
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Agility
- Sacred Sword
- Psycho Cut
- Knock Off / Leaf Blade
:Scream-tail: is used as a Screens Setter on this team, with having access to a plethora of utility moves such as Stealth Rock to setup hazards, Encore to disrupt opponents and Wish to help with its teams longevity, and Thunder Wave to slow down opponents.

:espathra: is the star of the show, combining its deadly Speed Boost ability with Calm Mind and the increase of bulk from Scream Tail's Screens it can become a very terrifying sweeper, almost ending games instantly. The boosts racked up by Speed Boost and Calm Mind add towards the base power of Stored Power, which means that it's raw power can break through many Unaware Walls such as Skeledirge and Dondozo. Dazzling Gleam lets it beat many Dark Types that would otherwise be immune to Psychic. With 44 Speed and a Timid Nature, At +1 it can outspeed Dragapult, and the rest of the EVs being put in HP and Defense to ease setting up.

:Armarouge: does the same thing as Espathra, but it combines it's ability Weak Armor with Calm Mind and Iron Defense to become nigh unbreakable under Screens, this bulk lets it withstand many Super Effective Moves, and using them to its advantage to activate it's Weakness Policy! All of it adding towards Stored Power, which gets insanely strong. Aura Sphere lets it beat the Dark Types that would wall it otherwise like Kingambit and Roaring Moon, while Flamethrower is a great STAB option with good power.

:Indeedee: provides Psychic Terrain to the team, not letting it being picked off by Priority Moves like Kingambit's Sucker Punch. While also acting as the team's scarfer providing good power under terrain. And also being able to Healing Wish up Espathra or Armarouge if their sweep is disrupted.

:Hatterene: acts as the Hazard Prevention for the team, staving off the biggest threat to the team being Toxic Spikes. While also being a threat in it's own right, being able to counter Dark Types. With Calm Mind and the STAB combination of Psyshock and Draining Kiss it can be really dangerous if let it set up. With Giga Drain as coverage letting it beat pokemon like Quagsire and Ting Lu. Kasib or Kebia Berry lets it beat Ghost types like Flutter Mane and Dragapult or Poison Types like Toxapex or Iron Moth. 56 Speed also lets it get the jump on Clodsire, which can otherwise beat Hatterene or Poison it.

:gallade: also helps with the Dark Matchup with its new Sharpness ability and Boosted Sacred Swords and Psycho Cuts. It is the best counter Dark has to Kingambit. With Agility, it can become very threatening, outspeeding many big threats. Knock Off lets it disrupt and cripple opponents while also being super effective against Dark. And Leaf Blade lets it being Gastrodon and Quagsire, pokemon that would wall it otherwise. Roseli Berry also lets it withstand some hits under screens against the likes of many fairies like Iron Valiant.


[Flying] Balance
:dragonite::kilowattrel::bombirdier::corviknight::gyarados::flamigo:
Dragonite @ Choice Band
Ability: Multiscale
Tera Type: Dragon
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fire Punch
- Earthquake / Superpower
- Outrage
- Extreme Speed

Kilowattrel @ Choice Specs
Ability: Volt Absorb
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Air Slash
- Thunderbolt
- Volt Switch / U-Turn

Bombirdier @ Heavy-Duty Boots
Ability: Big Pecks
Tera Type: Flying
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Roost
- Knock Off
- Parting Shot
- Stealth Rock

Corviknight @ Leftovers
Ability: Pressure
Tera Type: Flying
EVs: 248 HP / 4 Atk / 88 Def / 144 SpD / 24 Spe
Careful Nature
- Body Press
- Iron Head
- Defog
- Roost

Gyarados @ Leftovers / Heavy-Duty Boots
Ability: Intimidate
Tera Type: Water
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute / Taunt
- Dragon Dance
- Waterfall
- Earthquake

Flamigo @ Choice Scarf
Ability: Scrappy
Tera Type: Flying
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Close Combat
- U-turn
- Throat Chop
Soon
Soon


[Ice] Aurora Veil Offense
:abomasnow::chien-pao::cloyster::baxcalibur::cryogonal::froslass:
Abomasnow @ Light Clay
Ability: Snow Warning
Tera Type: Grass
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Aurora Veil
- Giga Drain
- Blizzard
- Earth Power

Chien-Pao @ Choice Scarf
Ability: Sword of Ruin
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Crunch
- Sucker Punch / Ice Shard
- Sacred Sword

Cloyster @ White Herb
Ability: Skill Link
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shell Smash
- Icicle Spear
- Rock Blast
- Liquidation

Baxcalibur @ Heavy-Duty Boots
Ability: Thermal Exchange
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Icicle Spear
- Earthquake / Ice Shard
- Glaive Rush

Cryogonal @ Heavy-Duty Boots
Ability: Levitate
Tera Type: Ice
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Rapid Spin
- Freeze-Dry
- Recover
- Protect

Froslass (F) @ Focus Sash
Ability: Cursed Body
Tera Type: Ice
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Spikes
- Shadow Ball / Icy Wind
- Destiny Bond / Will-O-Wisp
Soon
Soon
 
Another sample submission for Water. Say hello to the demonic fat balance water that I spammed for weeks.

:greninja: :toxapex: :quagsire: :gastrodon: :quaquaval: :dondozo:

fat frog (Greninja) @ Choice Specs
Ability: Protean
Tera Type: Water
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Extrasensory
- Grass Knot
- Ice Beam

fatcem (Toxapex) @ Heavy-Duty Boots
Ability: Regenerator
Tera Type: Poison
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Toxic Spikes
- Gunk Shot
- Recover
- Toxic

fatzick (Quagsire) @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Water
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- Toxic
- Earthquake
- Recover

SuperPoweredFatPpl (Gastrodon) @ Heavy-Duty Boots
Ability: Sticky Hold
Tera Type: Water
EVs: 248 HP / 232 SpD / 28 Spe
Sassy Nature
- Spikes
- Ice Beam
- Earthquake
- Recover

fatfucc ducc (Quaquaval) @ Heavy-Duty Boots
Ability: Moxie
Tera Type: Water
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Aqua Step
- Close Combat
- Encore/Rapid Spin/Taunt
- Roost

fat matchup fishy (Dondozo) @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Water
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
IVs: 30 Spe
- Curse
- Waterfall
- Rest
- Sleep Talk
My idea for this team came when I saw someone's build that included both Quagsire and Gastrodon. I wanted to somewhat replicate this squad after the release of Greninja, as I was searching for the most optimal build. Greninja is self explanatory here. It's an absolute menace of a wallbreaker that has zero switchins, and the main mon that the team is built around. Toxapex, our lord and savior, is an outstanding defensive wall that pairs extremely well with Greninja as it is able to switch into fighting, fairy, and grass moves that threaten it. mushamu has used many different descriptions to describe this wonderful pairing. When played properly, this variant of Toxapex can help immensely with offensive types such as Fairy and Psychic. Next is the Water/Ground mons, both having their own unique roles. Quagsire can be used to safely switch into threats such as SD Chien-Pao and DD Dragapult, and hit back with either Earthquake and/or Toxic. Gastrodon allows for a tremendous Spdef sponge and a switchin to Sableye's Knock Off and Gholdengo's trick. Quaquaval is a must on any good Water team, and can be used in many different ways. Aqua Step + CC can be used to snowball vs types like Dark, Fire, and Ground, Roost allows you to recover and enables you to take on pokemon such as Kingambit late in games, and the final move is up to the player. I personally view Rapid Spin as droppable because of the Bootspam. Dondozo is key in securing matchups against types like Bug, Flying, Steel, and Fairy, and taking on many different setup mons that can break through the water/ground core, such as waterbreaker Volcarona. Overall, this is a team I've found a lot of success with, peaking ladder, winning in BLT qualifier roomtours, and getting a W in wcop.


ladderpeak4.PNG
 
Last edited:

style.css

is an official Team Rateris a Social Media Contributoris an Artistis a Forum Moderatoris a Community Contributor
Moderator
View attachment 501223 I suppose that's supposed to be Night Shade?
Yah it's supposed to be Night Shade. We fixed it thanks!



Wave 2:

[Fire] Offense
:torkoal: :ceruledge: :cinderace: :iron-moth: :skeledirge: :scovillain:


Torkoal @ Heat Rock
Ability: Drought
Tera Type: Fire
EVs: 248 HP / 28 Atk / 60 Def / 172 SpD
Relaxed Nature
- Stealth Rock
- Lava Plume
- Heavy Slam
- Rapid Spin



Ceruledge @ Focus Sash
Ability: Weak Armor
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Bitter Blade
- Solar Blade
- Shadow Sneak



Cinderace @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Low Kick
- Pyro Ball
- Court Change



Iron Moth @ Choice Scarf
Ability: Quark Drive
Tera Type: Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Fire Blast
- Discharge
- Toxic Spikes



Skeledirge @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fire
EVs: 252 HP / 20 Def / 236 SpD
Bold Nature
IVs: 0 Atk
- Torch Song
- Hex
- Slack Off
- Will-O-Wisp



Scovillain @ Life Orb
Ability: Chlorophyll
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Flamethrower
- Solar Beam
- Giga Drain

Torkoal is your sun setter and allows your team with fire boosted attacks and reduces water moves damages thanks to its ability Drought. The given ev's can live choice specs Power gem Flutter mane from full and OHKO back with heavy slam. Scovillain is your main sun abuser with giga drain for recovery and Life Orb is to avoid locking in one move. Ceruledge with the help of sun and its ability can be a great late game sweeper with solar blade access to ko quagsire, gastrodon and great tusk. Cinderace is your hazard remover with court change help with switcing the hazards on opposing fields. Iron Moth is the speed control outside of Sun and toxic spikes pairing with skeledirge hex can be a good combo. Discharge is used for flying types mainly pelipper to prevent drizzle and gyarados. Skeledirge helps with fighting mu thanks to his ghost typing and unaware helps with bd azumarill and burns with will-o-wisp.

Although this team does look like it could work, some of the complexities make it a little bit hard to approve as a sample. This team is rejected.

[Bug] Heracross Standard
:sv/Forretress: :sv/Heracross: :sv/Scizor: :sv/Lokix: :sv/Slither Wing: :sv/Volcarona:
Forretress (M) @ Heavy-Duty Boots
Ability: Sturdy
Tera Type: Bug
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Rapid Spin
- Volt Switch
- Gyro Ball

Heracross (M) @ Choice Scarf
Ability: Moxie
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Stone Edge
- Close Combat
- Earthquake

Scizor (M) @ Metal Coat
Ability: Technician
Tera Type: Bug
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Trailblaze
- Close Combat

Lokix (M) @ Life Orb
Ability: Tinted Lens
Shiny: Yes
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- First Impression
- Sucker Punch
- Throat Chop
- U-turn

Slither Wing @ Choice Band
Ability: Protosynthesis
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- First Impression
- Close Combat
- Flare Blitz
- Earthquake

Volcarona (M) @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Bug
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Giga Drain
- Fire Blast/Flamethrower
- Psychic
1679033877158.png

is our teams hazard removal hazard setter for the team. It also provides momentum for the team through the use of Volt switch and has Gyro Ball to beat faster foes such as Flutter Mane, Chien-Pao, and Dragapult.

1679035483595.png

is the Choice Scarf user of the team and a good revenge killer with it's ability moxie to get an attack boost after claiming a kill. Stone Edge + Earthquake creates an EdgeQuake combination and allows the team to have a chance at beating fire teams.

1679035457538.png

is essentially a good sweeper for Bug teams and a staple at it due to it's above average bulk and part Steel typing. Trailblaze let's it deal with Water types such as Rotom-Wash, Quagsire, and Quaquaval. Close Combat let's it handle Steel types like Iron Treads and Kingambit. 216 Speed Ev's are to outspeed Rotom-Wash and outspeed to kill it before getting burned.

1679036145318.png

takes on an all out attacker offensive role and does it's job well with Tinted Lens to double not very effective moves against opponents and with Life Orb as it's item. Throat Chop is the Dark STAB outside of Sucker Punch so that it doesn't have to rely on the opponent to attack and U-Turn is used to punish slower teams and to gain momentum for it's teammates. Axe Kick can be used to

1679039901703.png

is the wallbreaker of the team with Choice Band to help deal big damage to types such as Dark, Poison, and Steel. Flare Blitz allows it to handle Amoonguss which otherwise can take it's other hits with the exception of First Impression (Assuming it has full HP). Earthquake is there to deal with Toxapex which otherwise walls Slither Wing.

1679040857428.png

is a staple on any Bug team since it's the best special attacker for the type and a fantastic Quiver Dance sweeper. Fire Blast is the STAB of choice to hit for high damage even with 85% accuracy. Flamethrower can be used instead if one prefers accuracy over power. Giga Drain handles Quagsire, Gastrodon, and Rotom-Wash. Psychic deal with Poison types like Toxapex and Iron Moth
Soon.
This team is approved.

[Water] Rain Offensive
:sv/Pelipper: :sv/Barraskewda: :sv/Greninja: :sv/Quaquaval: :sv/Gastrodon: :sv/Toxapex:
Pelipper (M) @ Choice Scarf
Ability: Drizzle
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump/Surf
- Hurricane
- Ice Beam
- U-turn

Barraskewda (M) @ Choice Band
Ability: Swift Swim
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Liquidation
- Close Combat
- Psychic Fangs
- Crunch

Greninja (M) @ Choice Specs
Ability: Protean
Shiny: Yes
Tera Type: Water
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Ice Beam
- Extrasensory
- Grass Knot

Quaquaval (M) @ Heavy-Duty Boots
Ability: Moxie
Tera Type: Water
EVs: 252 HP / 32 Atk / 60 Def / 164 Spe
Jolly Nature
- Aqua Step
- Close Combat
- Rapid Spin
- Roost

Gastrodon (M) @ Heavy-Duty Boots
Ability: Sticky Hold
Tera Type: Water
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Stealth Rock
- Earthquake/Earth Power
- Chilling Water/Ice Beam/Clear Smog
- Recover

Toxapex (M) @ Black Sludge
Ability: Regenerator
Shiny: Yes
Tera Type: Poison
EVs: 252 HP / 252 Def / 4 SpD
Impish/Bold Nature
- Poison Jab/Chilling Water
- Toxic Spikes/Toxic
- Haze
- Recover
1679048933926.png

is the rain setter for the team and also has a Choice Scarf to outspeed moons like Iron Valiant and Garchomp. Hydro Pump hits hard especially in the rain and is Pelipper's strongest Water STAB. Surf can be used for better consistency if one prefers that although it does have less power so be careful. Hurricane targets Grass types like Breloom and Amoonguss which can be threatening to Water teams. U-turn allows Pelipper to create momentum for the team by bringing in a teammate on a predicted switch. Ice Beam targets Dragon types like Dragonite and Garchomp.

1679049856385.png

abuses the rain support brought by Pelipper and turns into a deadly wallbreaker while also doubling it's speed with Swift Swim. Close Combat deals with Dark types like Greninja, Hydreigon, and Roaring Moon. Psychic Fangs deals with Poison types like Toxapex and Amoonguss 2HKO'ing both of them since they wall Barraskewda otherwise. Crunch targets Ghost and Psychic types like Dragapult, Brambleghast, and Slowbro.

1679050344119.png

helps in many matchups such as Water, Grass, Poison, and Ground due to it's coverage options and it's ability in Protean. Dark Pulse hits Psychic and Ghost types like Indeedee and Gholdengo. Ice Beam targets Ground, Flying, Dragon, and Grass pokemon such as Clodsire, Dragonite, Garchomp, and Toedscruel. Extrasensory hits Fighting and Poison like Iron Hands and Toxapex. Grass Knot is good for Ground and Water types like Iron Treads, Ting-Lu, Gastrodon, and Dondozo.

1679050857057.png

helps remove hazards from the team and offers an offensive presence with Moxie. Aqua Step raises it's speed to outspeed foes like Volcarona. Close Combat is the STAB of choice since it's Quaquaval's strongest Fighting type STAB and hits hard even without a Moxie boost. Roost gives Quaquaval longevity and allows it to have more opportunities to spin away hazards throughout battle.

1679051316496.png

is our electric immunity and Stealth Rocker for the team as well as our special wall. Earthquake is our Ground type STAB and hits mons like Clodsire and Gholdengo for damage. Earth Power can be used to hit Toxapex better. Chilling Water acts like a substitute Scald and is nice to lower the opponent's physical mon's attack. Ice Beam can be used to hit mons like Garchomp and Hydreigon. Clear Smog can also be used to prevent mons like Hatterene from using Gastrodon as setup fodder. Recover allows Gastrodon to stay healthy throughout the game without getting worn down by damage.

1679051789062.png

is the physical wall of the team and provides a lot of good utility moves which make it one of the best defensive mons in the tier. Poison Jab hits Hatterene from using it as setup fodder and can spread poison to mons like Ting-Lu and Sableye. Chilling Water can be used instead if you wanna lower your opponent's attack just be sure to switch to a Bold nature if you do so. Toxic Spikes offers support to the team by spreading poison and forms a hazard stack core with Gastrodon's Stealth Rock. Toxic can be used to put mons on a timer and slowly chip them down. Haze is important so that it can check setup sweepers like Dragapult, Mimikyu, Dragonite, and Volcarona. Recover along with Regenerator allows Toxapex to be a defensive pivot throughout the game and helps with longevity so that Toxapex doesn't get worn down.
Soon.
We changed Barraskewda to Jolly to outspeed base 135s outside of Rain (Chien-Pao and Flutter Mane), slashed Knock Off on Pelipper and adjusted the slashes on Toxapex. This team is approved.

WIP

[Psychic] Iron Leaves Screens Hyper Offensea
:scream-tail::espathra::armarouge::indeedee::hatterene::iron-leaves:
Scream Tail @ Light Clay
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Stealth Rock
- Wish / Thunder Wave / Encore

Espathra @ Leftovers / Heavy Duty Boots
Ability: Speed Boost
Tera Type: Psychic
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Dazzling Gleam / Substitute
- Roost / Protect

Armarouge @ Weakness Policy
Ability: Weak Armor
Tera Type: Fire
EVs: 252 HP / 212 Def / 28 SpDef / 16 Spe
Bold Nature
IVs: 0 Atk
- Iron Defense
- Calm Mind
- Stored Power
- Aura Sphere / Flamethrower

Indeedee (M) @ Choice Scarf
Ability: Psychic Surge
Tera Type: Psychic
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Shadow Ball
- Healing Wish

Hatterene (F) @ Kasib Berry / Kebia Berry
Ability: Magic Bounce
Tera Type: Psychic
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Giga Drain
- Draining Kiss
- Psyshock

Iron Leaves @ Weakness Policy / Kasib Berry
Ability: Quark Drive
Tera Type: Grass
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature / Jolly Nature
- Agility
- Leaf Blade
- Close Combat
- Psyblade / Swords Dance
:Scream-tail: is used as a Screens Setter on this team, with having access to a plethora of utility moves such as Stealth Rock to setup hazards, Encore to disrupt opponents and Wish to help with its teams longevity, and Thunder Wave to slow down opponents.

:espathra: is the star of the show, combining its deadly Speed Boost ability with Calm Mind and the increase of bulk from Scream Tail's Screens it can become a very terrifying sweeper, almost ending games instantly. The boosts racked up by Speed Boost and Calm Mind add towards the base power of Stored Power, which means that it's raw power can break through many Unaware Walls such as Skeledirge and Dondozo. Dazzling Gleam lets it beat many Dark Types that would otherwise be immune to Psychic. With 44 Speed and a timid nature, At +1 it can outspeed Dragapult.

:Armarouge: does the same thing as Espathra, but it combines it's ability Weak Armor with Calm Mind and Iron Defense to become nigh unbreakable under Screens, this bulk lets it withstand many Super Effective Moves, and using them to its advantage to activate it's Weakness Policy! All of it adding towards Stored Power, which gets insanely strong. Aura Sphere lets it beat the Dark Types that would wall it otherwise like Kingambit and Roaring Moon, while Flamethrower is a great STAB option with good power.

:Indeedee: provides Psychic Terrain to the team, not letting it being picked off by Priority Moves like Kingambit's Sucker Punch. While also acting as the team's scarfer providing good power under terrain. And also being able to Healing Wish up Espathra or Armarouge if their sweep is disrupted.

:Hatterene: acts as the Hazard Prevention for the team, staving off the biggest threat to the team being Toxic Spikes. While also being a threat in it's own right, being able to counter Dark Types. With Calm Mind and the STAB combination of Psyshock and Draining Kiss it can be really dangerous if let it set up. With Giga Drain as coverage letting it beat pokemon like Quagsire and Ting Lu. Kasib or Kebia Berry lets it beat Ghost types like Flutter Mane and Dragapult or Poison Types like Toxapex or Iron Moth. 56 Speed also lets it get the jump on Clodsire, which can otherwise beat Hatterene or Poison it.

:iron-leaves: is a fast offensive threat that can take care of Ground team's defensive core and even beat Barraskweda under rain. the set it uses here is a possible double dance set taking full advantage of screens. With Close Combat it can even threaten steels that would wall it otherwise.
Soon

Or

[Psychic] Gallade Screens Hyper Offense
:scream-tail::espathra::armarouge::indeedee::hatterene::gallade:
Scream Tail @ Light Clay
Ability: Protosynthesis
Tera Type: Fairy
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Stealth Rock
- Wish / Thunder Wave / Encore

Espathra @ Leftovers / Heavy Duty Boots
Ability: Speed Boost
Tera Type: Psychic
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Dazzling Gleam / Substitute
- Roost / Protect

Armarouge @ Weakness Policy
Ability: Weak Armor
Tera Type: Fire
EVs: 252 HP / 212 Def / 28 SpDef / 16 Spe
Bold Nature
IVs: 0 Atk
- Iron Defense
- Calm Mind
- Stored Power
- Aura Sphere / Flamethrower

Indeedee (M) @ Choice Scarf
Ability: Psychic Surge
Tera Type: Psychic
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Shadow Ball
- Healing Wish

Hatterene (F) @ Kasib Berry / Kebia Berry
Ability: Magic Bounce
Tera Type: Psychic
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Giga Drain
- Draining Kiss
- Psyshock

Gallade (M) @ Roseli Berry / Kasib Berry
Ability: Sharpness
Tera Type: Psychic
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Agility
- Sacred Sword
- Psycho Cut
- Knock Off / Leaf Blade
:Scream-tail: is used as a Screens Setter on this team, with having access to a plethora of utility moves such as Stealth Rock to setup hazards, Encore to disrupt opponents and Wish to help with its teams longevity, and Thunder Wave to slow down opponents.

:espathra: is the star of the show, combining its deadly Speed Boost ability with Calm Mind and the increase of bulk from Scream Tail's Screens it can become a very terrifying sweeper, almost ending games instantly. The boosts racked up by Speed Boost and Calm Mind add towards the base power of Stored Power, which means that it's raw power can break through many Unaware Walls such as Skeledirge and Dondozo. Dazzling Gleam lets it beat many Dark Types that would otherwise be immune to Psychic. With 44 Speed and a Timid Nature, At +1 it can outspeed Dragapult, and the rest of the EVs being put in HP and Defense to ease setting up.

:Armarouge: does the same thing as Espathra, but it combines it's ability Weak Armor with Calm Mind and Iron Defense to become nigh unbreakable under Screens, this bulk lets it withstand many Super Effective Moves, and using them to its advantage to activate it's Weakness Policy! All of it adding towards Stored Power, which gets insanely strong. Aura Sphere lets it beat the Dark Types that would wall it otherwise like Kingambit and Roaring Moon, while Flamethrower is a great STAB option with good power.

:Indeedee: provides Psychic Terrain to the team, not letting it being picked off by Priority Moves like Kingambit's Sucker Punch. While also acting as the team's scarfer providing good power under terrain. And also being able to Healing Wish up Espathra or Armarouge if their sweep is disrupted.

:Hatterene: acts as the Hazard Prevention for the team, staving off the biggest threat to the team being Toxic Spikes. While also being a threat in it's own right, being able to counter Dark Types. With Calm Mind and the STAB combination of Psyshock and Draining Kiss it can be really dangerous if let it set up. With Giga Drain as coverage letting it beat pokemon like Quagsire and Ting Lu. Kasib or Kebia Berry lets it beat Ghost types like Flutter Mane and Dragapult or Poison Types like Toxapex or Iron Moth. 56 Speed also lets it get the jump on Clodsire, which can otherwise beat Hatterene or Poison it.

:gallade: also helps with the Dark Matchup with its new Sharpness ability and Boosted Sacred Swords and Psycho Cuts. It is the best counter Dark has to Kingambit. With Agility, it can become very threatening, outspeeding many big threats. Knock Off lets it disrupt and cripple opponents while also being super effective against Dark. And Leaf Blade lets it being Gastrodon and Quagsire, pokemon that would wall it otherwise. Roseli Berry also lets it withstand some hits under screens against the likes of many fairies like Iron Valiant.
The Gallade version is approved.

[Flying] Balance
:dragonite::kilowattrel::bombirdier::corviknight::gyarados::flamigo:
Dragonite @ Choice Band
Ability: Multiscale
Tera Type: Dragon
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fire Punch
- Earthquake / Superpower
- Outrage
- Extreme Speed

Kilowattrel @ Choice Specs
Ability: Volt Absorb
Tera Type: Electric
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Air Slash
- Thunderbolt
- Volt Switch / U-Turn

Bombirdier @ Heavy-Duty Boots
Ability: Big Pecks
Tera Type: Flying
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Roost
- Knock Off
- Parting Shot
- Stealth Rock

Corviknight @ Leftovers
Ability: Pressure
Tera Type: Flying
EVs: 248 HP / 4 Atk / 88 Def / 144 SpD / 24 Spe
Careful Nature
- Body Press
- Iron Head
- Defog
- Roost

Gyarados @ Leftovers / Heavy-Duty Boots
Ability: Intimidate
Tera Type: Water
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute / Taunt
- Dragon Dance
- Waterfall
- Earthquake

Flamigo @ Choice Scarf
Ability: Scrappy
Tera Type: Flying
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Close Combat
- U-turn
- Throat Chop
Soon
Soon
This team is approved.

[Ice] Aurora Veil Offense
:abomasnow::chien-pao::cloyster::baxcalibur::cryogonal::froslass:
Abomasnow @ Light Clay
Ability: Snow Warning
Tera Type: Grass
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Aurora Veil
- Giga Drain
- Blizzard
- Earth Power

Chien-Pao @ Choice Scarf
Ability: Sword of Ruin
Tera Type: Dark
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Crunch
- Sucker Punch / Ice Shard
- Sacred Sword

Cloyster @ White Herb
Ability: Skill Link
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Shell Smash
- Icicle Spear
- Rock Blast
- Liquidation

Baxcalibur @ Heavy-Duty Boots
Ability: Thermal Exchange
Tera Type: Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Icicle Spear
- Earthquake / Ice Shard
- Glaive Rush

Cryogonal @ Heavy-Duty Boots
Ability: Levitate
Tera Type: Ice
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Rapid Spin
- Freeze-Dry
- Recover
- Protect

Froslass (F) @ Focus Sash
Ability: Cursed Body
Tera Type: Ice
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Spikes
- Shadow Ball / Icy Wind
- Destiny Bond / Will-O-Wisp
Soon
Soon
The composition and some sets are a little abnormal so for the time being this team is rejected.


Thank you to everyone who has been submitting teams! We are still looking to complete a few more types with at least one build.
  • Electric
  • Fire
  • Grass
  • Normal
  • Rock
If anyone has teams for these types please send them in!
 
:wo-chien: :amoonguss: :meowscarada: :brambleghast: :rotom-mow: :iron-leaves:

https://pokepast.es/5c9b5125b577a255

soon


:wo-chien: team's best physical wall, access to body press + foul play deals with the most threatening physical attackers in the tier, incluiding dragapult, kingambit, dragonite, chien pao and many more. Yache Berry allows it to withstand a ice type attack which you would frequently save for chien pao in the dark matchup. It also helps you to immediately check specs gren even if you are slightly weakened so I thought it would be a great item to have. Ruination is a safe click option that instantly takes away 50% of their current health, leech seed helps as a longevity tool and can help forcing switches.

:amoonguss: Special defensive mon, I decided to go the AV route because it significantly reduces every special damage it takes, particularly scarf greninja and scarf iron jugulis can no longer 2hko you, but also useful for other mystical fire users such as Flutter Mane. Stomping Tantrum hits steel types, and gets double power if your poison move fails whichs great for hitting stuff like Klefki and Tinkaton in the fairy matchup.

:meowscarada: Team's revenge killer, you outspeed the vast majority of the metagame except for the 135 speed scarfers which can be dealt with the forementioned Pokemon above. Play Rough revenges most offensive oriented Pokemon that are Dragon, Dark or Fighting type.

:brambleghast: Offensive utility pokemon that provides both spikes and hazard removal in rapid spin. Access to Shadow Sneak and Phantom Force make it a particularly more reliable Pokemon for the Ghost and Fairy matchups which can show up quite frequently, enabling it to check hatterene and prevent it from sweeping. Spell Tag with Shadow Sneak to always OHKO Flutter Mane at full, 28 speed to outspeed base 100s and max speed chomp after a rapid spin, with the rest of EVs being allocated on hp to increase its bulk.

:rotom-mow: Team's special attacker, it also enables to deal with Steel types (particularly Corviknight) which you pretty much lose otherwise. Leaf Storm is clicked against those elec immunities Pokemon and can also be clicked against Killowattrel vs Flying after setting nasty plot up. Will o wisp can be used to be cripple kingambit and other physical attackers such as mimikyu dragonite.

:iron-leaves: Pretty much needed if you want to stand a chance against poison. Occa berry helps a lot vs Iron Moth and help secure the sweeping position against it in the late game. Close Combat and Leaf Blade makes it particularly useful in the ground matchup as it can already break clodsire on its own.

Additional comment: Decided not to go for Breloom here because both Dark and Steel have lots of answers for it (sableye showing up a lot on the former + ice shard priority on chienpao being quite common), steel having gholdengo / corviknight and normal w/ h-zoroark.
 

Dead by Daylight

new genius (brother)
is a Pre-Contributor
:torkoal: :cinderace: :rotom-heat: :volcarona: :skeledirge: :scovillain:
Scovillain Fire

Scovillain Fire (pokepast.es)


:torkoal: The quintessential Sun setter. Standard set, not much else to say about it.

:cinderace: Seeing as I wrote the set, I should have a lot to say, right? Well...not really. Pyro Ball is obscenely strong under sun, while Court Change lets you flip the hazard game as this team is kind of weak to hazards. U-turn keeps momentum, while High Jump Kick is general coverage.

:rotom-heat: Alongside Scovillain, these two carry the Water matchup. Overheat is again, ludicrously powerful under Sun, while a Modest nature lets you have stronger Volt Switches to force more chip while still outspeeding Jolly Flutter Mane and Chien-Pao. Shadow Ball is an interesting option, as it lets you be fairly threatening in the Ghost matchup, but I prefer Trick to cripple stuff such as Quagsire and Clodsire that can be annoyances for Fire.

:volcarona: You set up and sweep. If you're in Sun, the switches you force let Volcarona come in, Quiver Dance once, and clean. If not in Sun, then it may take 2 QDs to break through. The great thing about this team is that it gradually weakens Volcarona's answers (generally just Unaware mons like Clodsire, Dondozo, and Skeledirge) and lets it sweep. Bug Buzz is super useful since it actually hurts Ting-Lu, meaning that it can't consistently answer Volcarona's onslaught throughout a game.

:skeledirge: Unaware Skeledirge is the main defensive piece of the team: it soft-checks dangerous threats such as DD Dragapult and Great Tusk (if Rotom-H is gone). A single burn can be the difference between life and death, and Skeledirge can either be a one-time blanket switch to keep momentum or a nuisance, chipping away with Torch Songs.

:scovillain: Scovillain is actually really good on Fire. With reliable Sun, it can clean through teams chipped by VoltTurn, while Grass/Fire hits everything bar Ceruledge and Dragon-types for at least neutral damage. Its damage output is surprisingly high as well (although I don't have examples on hand). Overall, it's a great 'mon and should be a mainstay on Fire.
 
Last edited:
:Cinderace: :Skeledirge: :Volcarona: :Torkoal: :Scovillain: :Ceruledge:

Cinderace @ Heavy-Duty Boots
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Court Change
- Pyro Ball
- U-turn
- Protect



Skeledirge @ Leftovers
Ability: Unaware
Tera Type: Fire
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Will-O-Wisp
- Torch Song
- Hex
- Slack Off



Volcarona @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Bug
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Psychic
- Fiery Dance
- Morning Sun



Torkoal @ Heat Rock
Ability: Drought
Tera Type: Fire
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Rapid Spin
- Lava Plume
- Yawn
- Solar Beam



Scovillain @ Life Orb
Ability: Chlorophyll
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Fire Blast
- Solar Beam
- Flamethrower



Ceruledge @ Focus Sash
Ability: Weak Armor
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Bitter Blade
- Close Combat
- Shadow Sneak


:Cinderace: Fast and furious! Cinderace is a great lead for fire. Since Libero has been nerfed this gen, Ace has sort of been under used. Ace has become my main way of controlling the ever abundance of hazards (Court Change) with protect being a lead move.

:Skeledirge: This tank of a mon is sure to make your opponent unhappy. Skeledirge is a tank and therefore you can use it to absorb damage. Will-o-wisp is good not only to prevent further physical damage, but also to boost hex.

:Volcarona: Volc can easily set up for destruction with quiver dance and can control poison and fighting types with psychic. Volcarona is a staple in any fire team.

:Torkoal: Sun is a key component in this team. Not only does it boost fire moves, but it also activates chlorophyll on Scovillain. Yawn is good for a switchout , which if you can predict, it can be your wincon. Also, Torkoal is my last resort for hazard removal with Rapid Spin.

:Scovillain: Scovillain hits hard and fast under sun. Sun powers Solar Beam, too, which adds to its power. Scovillain runs well with Lorb.

:Ceruledge: Sash SD Ceruledge is a great way to destroy any opponent (without priority like sucker punch). Weak Armor Sash is a good combo on any mon.
 
I
Approved Sample Archive
(Click sprites for import)


:Forretress::Heracross::Scizor::Lokix::Slither Wing::Volcarona:
[Bug] Heracross Standard by Hakukias



:Chien-Pao::Greninja::Meowscarada::Kingambit::Ting-Lu::Sableye:
[Dark] Balanced Offense



:walking-wake::baxcalibur::garchomp::dragapult::hydreigon::dragalge:
[Dragon] Choice Scarf Walking Wake Offense by Neko






:Flutter Mane::Klefki::Azumarill::Mimikyu::Hatterene::Iron Valiant:
[Fairy] Screens Offense by ASKid679



:Breloom::Iron Hands::Gallade::Iron Valiant::Great Tusk::Tauros-Paldea-Blaze:
[Fighting] by FairyTailed






:Dragonite::Kilowattrel::Bombirdier::Corviknight::Gyarados::Flamigo:
[Flying] Balance by ASKid679



:Zoroark-Hisui::Dragapult::Flutter Mane::Brambleghast::Skeledirge::Gholdengo:
[Ghost] Balanced by style.css






:Clodsire::Great Tusk::Iron Treads::Quagsire::Ting-Lu::Sandy Shocks:
[Ground] Balance / Hazard Stack by Giyu









:glimmora::clodsire::toxapex::amoonguss::skuntank::iron-moth:
[Poison] Choice Scarf Glimmora Balance by Neko



:Scream Tail::Espathra::Armarouge::Indeedee::Hatterene::Gallade:
[Psychic] Screens Hyper Offense by ASKid679






:klefki::corviknight::iron-treads::gholdengo::kingambit::forretress:
[Steel] Choice Scarf Iron Treads Offense by Neko



:Pelipper::Barraskewda::Greninja::Quaquaval::Gastrodon::Toxapex:
[Water] Rain Offense by Hakukias
It seems that d-nite doesn’t have superpower , could use brick break instead
 
Approved Sample Archive
(Click sprites for import)


:Forretress::Heracross::Scizor::Lokix::Slither Wing::Volcarona:
[Bug] Heracross Standard by Hakukias



:Chien-Pao::Greninja::Meowscarada::Kingambit::Ting-Lu::Sableye:
[Dark] Balanced Offense



:walking-wake::baxcalibur::garchomp::dragapult::hydreigon::dragalge:
[Dragon] Choice Scarf Walking Wake Offense by Neko






:Flutter Mane::Klefki::Azumarill::Mimikyu::Hatterene::Iron Valiant:
[Fairy] Screens Offense by ASKid679



:Breloom::Iron Hands::Gallade::Iron Valiant::Great Tusk::Tauros-Paldea-Blaze:
[Fighting] by FairyTailed






:Dragonite::Kilowattrel::Bombirdier::Corviknight::Gyarados::Flamigo:
[Flying] Balance by ASKid679



:Zoroark-Hisui::Dragapult::Flutter Mane::Brambleghast::Skeledirge::Gholdengo:
[Ghost] Balanced by style.css






:Clodsire::Great Tusk::Iron Treads::Quagsire::Ting-Lu::Sandy Shocks:
[Ground] Balance / Hazard Stack by Giyu









:glimmora::clodsire::toxapex::amoonguss::skuntank::iron-moth:
[Poison] Choice Scarf Glimmora Balance by Neko



:Scream Tail::Espathra::Armarouge::Indeedee::Hatterene::Gallade:
[Psychic] Screens Hyper Offense by ASKid679






:klefki::corviknight::iron-treads::gholdengo::kingambit::forretress:
[Steel] Choice Scarf Iron Treads Offense by Neko



:Pelipper::Barraskewda::Greninja::Quaquaval::Gastrodon::Toxapex:
[Water] Rain Offense by Hakukias
No way
 

Attachments

Giyu

Tomioka
is a Site Content Manageris a Forum Moderatoris a Contributor to Smogon
[Ground] Balance / Hazard Stack (Gastrodon + Garchomp)
:Clodsire: :Great-Tusk: :Gastrodon: :Iron-Treads: :Ting-Lu: :Garchomp:
Clodsire @ Black Sludge
Ability: Unaware
Tera Type: Poison
EVs: 248 HP / 160 Def / 100 SpD
Careful Nature
- Earthquake
- Poison Jab
- Toxic Spikes / Toxic
- Recover

Great Tusk @ Choice Scarf
Ability: Protosynthesis
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Headlong Rush / Earthquake
- Ice Spinner
- Knock Off

Gastrodon @ Leftovers
Ability: Storm Drain
Tera Type: Water
EVs: 252 HP / 128 Def / 128 SpD
Bold Nature
IVs: 0 Atk
- Earth Power
- Ice Beam
- Stealth Rock
- Recover

Iron Treads @ Leftovers
Ability: Quark Drive
Tera Type: Ground
EVs: 252 HP / 248 SpD / 8 Spe
Jolly Nature
- Earthquake
- Heavy Slam / Iron Head
- Rapid Spin
- Protect / Volt Switch / Knock Off

Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Dark
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Earthquake / Throat Chop
- Ruination / Body Press
- Spikes
- Whirlwind

Garchomp @ Choice Specs
Ability: Rough Skin
Tera Type: Dragon
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Earth Power
- Fire Blast
- Power Gem
Clodsire :Clodsire:
Clodsire's utility in entry hazards and ability to check Grass-types like Meowscarada and Rotom-C are essential and allows it to really synergize with Gastrodon. It's moveset is self-explanatory, Earthquake just decreases passivity and Poison Jab targets the aforementioned Grass-types. The EV spread allows Clodsire survive two Ice Beams from Choice Scarf Greninja and two Flower Tricks from Choice Scarf Meowscarada.

Clodsire :Great-Tusk:
Great Tusk is a must-have due to it's natural bulk and power. It's Fighting-type coverage is the one thing that leaves Ground a chance versus Dark. Headlong Rush and Earthquake are interchangeable, however, there aren't many things that punish contact moves at the moment so Headlong Rush is typically better. Ice Spinner is great for Garchomp leads and Dragonite thinking it's safe to setup. Knock Off's great in the Ghost matchup as it hits Brambleghast for a lot and makes Sableye susceptible to entry hazards.

Gastrodon :Gastrodon:
As mentioned earlier, Gastrodon synergizes with Clodsire extremely well due to Storm Drain and aids in the hazard stack. Ice Beam is real useful to stop Dragonite from setting up Dragon Dances and Garchomp from setting entry hazards. The EV spread lives two Ice Beams from Choice Specs Greninja.

Iron Treads :Iron-Treads:
Another essential Pokemon as it removes entry hazards with Rapid Spin and is just impeccable in the Fairy matchup. It's also a secondary Meowscarada check however it has no way to recover its health outside of Protect + Leftovers. Not much else to say, moveset is quite basic.

Ting-Lu :Ting-Lu:
Insanely bulky Pokemon, takes advantage of all the hazards with Whirlwind. Throat Chop is quite nice as coverage for Espathra and general Ghost-types like Hisuian Zoroark, Air Balloon Gholdengo, and Dragapult. Ruination is really good in conjunction with the entry hazards as it wears down everything really fast. Body Press is excellent for fighting off Kingambit and Chien-Pao in a pinch.

Garchomp :Garchomp:
Unlike Sandy Shocks it has Fire-type coverage so the Steel matchup is a bit easier and having Choice Specs-boosted Draco Meteors help in the Dragon matchup versus Hydreigon and other Ground-immune threats. Power Gem is nice for Volcarona, there really isn't any other coverage option outside of Surf which hits... nothing really.
 
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