Hello my dudes! I posted a while back my Orthworm + Espathra BO team like a week before they banned Espathra so it seems fair that in the midst of the Kingambit suspect I post this little gem of mine. I'm not really that good and hang around low ladder, but I feel this team has potential. Any input is more than welcome.
TEAM CONCEPT
So in the beginning of the gen I was very frustrated by the constant need of being on top of every little development and felt that I couldn't make Offense work for me, and amongst all the bans for offensive mons, I thought "hey, let's do a team where they gotta come to me". As such, I picked the most infuriating mons possible and got to it. The version you're seeing now is the last revision I did post-HOME. I gotta give credit to one very kind Showdown user who helped me in the first revision, whose name I totally forgot to write down. Many of the spreads come from him, although the main idea stayed the same. Another user helped me fix Clod for this last revision so thanks for that as well.
THE PIECES (click for Pokepaste)
1. e4
Dondozo (F) @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fighting
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Liquidation
- Body Press
- Rest
- Curse
We start off with the Great Big Wall, this big Don Bozo. This guy is here to stop all physical threats. In the current meta, I feel it's a great lead against , as it 2HKOs most variants. I was split between the RestTalk and the Curse set, so this middle ground was found. With good positioning can afford doing literally nothing for two turns, as he is here as a buffer to hold back physical attackers. Also Max Def seemed better than Max SpDef, as special attackers overwhelm him fast. Deals well against , and opposing , amongst others. Always Female to deal with shenanigans.
1... c5
Skeledirge @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Water
EVs: 248 HP / 36 Def / 188 SpD / 36 Spe
Bold Nature
IVs: 0 Atk
- Torch Song
- Shadow Ball
- Substitute
- Slack Off
The second Unaware mon here. Dirge is tasked with handling mons that neither fall into full Atk or full SpAtk. I used to run Wisp-Hex on it with Max SpDef, and I don't remember the reasoning behind this exact spread, but it handles most stuff quite well. It's also the mon I tera the most, as Tera Water rids it of its crippling Ground, Ghost and Dark weaknesses, helping against , , and amongst others. A lot of middlegames are wonderfully handled by him, as if he's behind the sub he can just snowball.
2. Nf3
Clodsire @ Heavy-Duty Boots
Ability: Water Absorb
Tera Type: Dark
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Earthquake
- Toxic
- Spikes
- Recover
Now for the surprise factor. Everyone look at this stupid MF. People load up a game and see my team and say "oh wow, three Unaware mons, how original". But there's the catch: The blob is actually Water Absorb! Most of the time I catch an unsuspecting or wanting to dispatch of me and OOPS I got my health back. Handles amazingly too. I ran it with Amnesia instead of Spikes before, but I rarely seemed to click Amnesia. Running Clod with Unaware is also an option, but special set-up threats seem to be handled mostly easily by the rest of the team. Tera Dark has been occasionally helpful too, helping against the rare Psyspam and stuff like that.
2... g6
Amoonguss @ Rocky Helmet
Ability: Regenerator
Tera Type: Water
EVs: 248 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Sludge Bomb
- Giga Drain
- Clear Smog
This sussy baka does what it does: Spore everything to death. Max Def as it fares well against and it gives the opportunity to get multiple Rocky Helmet procs. Non-Psyshock can't touch this either. Tera Water fends off unsuspecting . As you may have noticed, this team COMPLETELY shuts down just from its composition, but it's good to have my boy take care of Toxic Spikes in case of a wild Knock Off.
3. c3
Garganacl @ Heavy-Duty Boots
Ability: Purifying Salt
Tera Type: Fairy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Curse
- Earthquake
- Salt Cure
- Recover
The secret star of the team. Salty Kong puts so much pressure on the opponent. It helps against and other ghosts, and while it can't handle too well, a nice Salt Cure on the switch is always nice. Easy Wincon at times, and Max SpDef is nothing to scoff at. I ran it with Rocks before but Curse-EQ handles so much, and Spikes from Clod support seems to be enough in the Hazard department.
3... Bg7?!
Kingambit (F) @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Low Kick
- Kowtow Cleave
- Sucker Punch
When everything else fails and I have already misplayed the whole game, my boy (girl bc of smh) is here to clean it away.
The killer of hopes, the Fighting-intolerant cheese, the hyper accelerateddragon Dark-Steel, the one and only KINGAMBIT. His name will scare people from the villages away. I certainly don't need to explain much what does, but just in case: Jolly Max Spe to check opposing and Black Glasses to maximize damage output. Mostly an endgame player (duh-doy) although it handles and in the early game incredibly well. Iron Head is truly missed, but I rarely find myself craving it, as dropping and from full at times is just an incredible feeling that makes up for it.
THREATS
In this current metagame I feel like there's one and only one common thread of what I can't handle: TERA GRASS HEATRAN. If I see the fucker pop up, that's an insta-loss for me, as neither or seemed to be equipped to handle it. Other than that, it seems that Booster Energy mons can get out of hand if not handled quickly. I think there's other mons that I struggle against, but I can manage to work around those most of the time, and is the only one that leaves me truly doing nothing in this team based around doing virtually nothing.
Thank you so much for reading, I'm open to any and all criticism, and even if I know I'm not a pro to be sharing my ideas, I hope you enjoy this nugget. Take care!
TEAM CONCEPT
So in the beginning of the gen I was very frustrated by the constant need of being on top of every little development and felt that I couldn't make Offense work for me, and amongst all the bans for offensive mons, I thought "hey, let's do a team where they gotta come to me". As such, I picked the most infuriating mons possible and got to it. The version you're seeing now is the last revision I did post-HOME. I gotta give credit to one very kind Showdown user who helped me in the first revision, whose name I totally forgot to write down. Many of the spreads come from him, although the main idea stayed the same. Another user helped me fix Clod for this last revision so thanks for that as well.
THE PIECES (click for Pokepaste)
1. e4
Dondozo (F) @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Fighting
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Liquidation
- Body Press
- Rest
- Curse
We start off with the Great Big Wall, this big Don Bozo. This guy is here to stop all physical threats. In the current meta, I feel it's a great lead against , as it 2HKOs most variants. I was split between the RestTalk and the Curse set, so this middle ground was found. With good positioning can afford doing literally nothing for two turns, as he is here as a buffer to hold back physical attackers. Also Max Def seemed better than Max SpDef, as special attackers overwhelm him fast. Deals well against , and opposing , amongst others. Always Female to deal with shenanigans.
1... c5
Skeledirge @ Heavy-Duty Boots
Ability: Unaware
Tera Type: Water
EVs: 248 HP / 36 Def / 188 SpD / 36 Spe
Bold Nature
IVs: 0 Atk
- Torch Song
- Shadow Ball
- Substitute
- Slack Off
The second Unaware mon here. Dirge is tasked with handling mons that neither fall into full Atk or full SpAtk. I used to run Wisp-Hex on it with Max SpDef, and I don't remember the reasoning behind this exact spread, but it handles most stuff quite well. It's also the mon I tera the most, as Tera Water rids it of its crippling Ground, Ghost and Dark weaknesses, helping against , , and amongst others. A lot of middlegames are wonderfully handled by him, as if he's behind the sub he can just snowball.
2. Nf3
Clodsire @ Heavy-Duty Boots
Ability: Water Absorb
Tera Type: Dark
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Earthquake
- Toxic
- Spikes
- Recover
Now for the surprise factor. Everyone look at this stupid MF. People load up a game and see my team and say "oh wow, three Unaware mons, how original". But there's the catch: The blob is actually Water Absorb! Most of the time I catch an unsuspecting or wanting to dispatch of me and OOPS I got my health back. Handles amazingly too. I ran it with Amnesia instead of Spikes before, but I rarely seemed to click Amnesia. Running Clod with Unaware is also an option, but special set-up threats seem to be handled mostly easily by the rest of the team. Tera Dark has been occasionally helpful too, helping against the rare Psyspam and stuff like that.
2... g6
Amoonguss @ Rocky Helmet
Ability: Regenerator
Tera Type: Water
EVs: 248 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Sludge Bomb
- Giga Drain
- Clear Smog
This sussy baka does what it does: Spore everything to death. Max Def as it fares well against and it gives the opportunity to get multiple Rocky Helmet procs. Non-Psyshock can't touch this either. Tera Water fends off unsuspecting . As you may have noticed, this team COMPLETELY shuts down just from its composition, but it's good to have my boy take care of Toxic Spikes in case of a wild Knock Off.
3. c3
Garganacl @ Heavy-Duty Boots
Ability: Purifying Salt
Tera Type: Fairy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Curse
- Earthquake
- Salt Cure
- Recover
The secret star of the team. Salty Kong puts so much pressure on the opponent. It helps against and other ghosts, and while it can't handle too well, a nice Salt Cure on the switch is always nice. Easy Wincon at times, and Max SpDef is nothing to scoff at. I ran it with Rocks before but Curse-EQ handles so much, and Spikes from Clod support seems to be enough in the Hazard department.
3... Bg7?!
Kingambit (F) @ Black Glasses
Ability: Supreme Overlord
Tera Type: Dark
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Low Kick
- Kowtow Cleave
- Sucker Punch
When everything else fails and I have already misplayed the whole game, my boy (girl bc of smh) is here to clean it away.
The killer of hopes, the Fighting-intolerant cheese, the hyper accelerated
THREATS
In this current metagame I feel like there's one and only one common thread of what I can't handle: TERA GRASS HEATRAN. If I see the fucker pop up, that's an insta-loss for me, as neither or seemed to be equipped to handle it. Other than that, it seems that Booster Energy mons can get out of hand if not handled quickly. I think there's other mons that I struggle against, but I can manage to work around those most of the time, and is the only one that leaves me truly doing nothing in this team based around doing virtually nothing.
Thank you so much for reading, I'm open to any and all criticism, and even if I know I'm not a pro to be sharing my ideas, I hope you enjoy this nugget. Take care!