AAA Almost Any Ability

Galvanize light ball Pikachu with fake-out + quick attack.
But Pikachu attracts ground types like a magnet. So I tried Refrigerate, which worked suprisingly well.
I started using FridgeSpeed Pikachu in late ORAS and it's been surprisingly effective (I think the extra power of E-Speed and +2 priority make it better than Fake Out/Quick Attack). The -ate nerf this gen hurt it a bit, but it's also nice to bluff that you're Galvanize - as you say, plenty of players will automatically send out a Ground type when they see Pikachu, especially if you've just KO'd a Flying type with a super-effective E-Speed. It doesn't fare so well in the current incarnation of AAA as Poison Heal: the Metagame as it struggles to take down fat walls and is the glassiest of glass cannons, but it's a fun revenge killer.
 
Nice set man, imo that set has hyper offense written all over it, have you tried it with webs support?
No, I didn't thought about webs. (I didn't get much further than my "let's try that" team to be honest).
My first reaction to this suggestion was "with triage everywhere, webs seems complicated." But I guess one could couple it with psychic surge, and the fact that Tapu Koko resists Drain punch and Leech life is a plus. Maybe I should try that one day.


I started using FridgeSpeed Pikachu in late ORAS and it's been surprisingly effective (I think the extra power of E-Speed and +2 priority make it better than Fake Out/Quick Attack).
Yes maybe. Considering Pikachu rather poor coverage options, I felt like losing one slot is no big deal. Thus +2 priority vs +3 and +1 seemed like a deuce to me. But fake-out allows to check the opponent bulk, and as I hadn't precise idea of the damages I should expect, I took it.
 

Laxpras

One small yeet for man, one giant yeet for mankind
I tried for the first time this meta, testing more or less silly stuffs, with rather satisfying results, at least at rather low ladder.


Tapu Koko @ Flyinium Z
Ability: Pixilate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Mirror Move
- Brave Bird
- Wild Charge

Since I read about z-mirror move mechanics, I wanted to use it. It's a little bit gimmicky, but getting a +2 Atk boost while revenge killing can turn a match. Maybe I should run a - Def / SpDef nature to hit harder when mirror moving a special move.
(I also have trouble knowing when the move 'fails', but... Not a problem when the opponent runs strange sets / you crits http://replay.pokemonshowdown.com/gen7almostanyability-562255633 )

I tried with it :
Galvanize light ball Pikachu with fake-out + quick attack.
But Pikachu attracts ground types like a magnet. So I tried Refrigerate, which worked suprisingly well.
Triage life-orb Shiinotic.
I thought priority Strength sapp + Giga drain would be nice. But Strength sapp is rather bad after all. I guess a prankster defensive set would be better.
Grassy surge AV A-Muk.
Levitate is probably better, but grassy terrain gives AV Muk a form of recovery, and the main point was to increase the power of the Shiinotic triage Giga-drain.
At first I thought this was a bad meme, but after trying it a bit, it's actually amazingly good. Can I recommend you posting it in the Creative and Underrated sets thread?

Also for everyone: Can we please get some sample teams donated?
Please include importable, miniature sprites, and a description.
 

Sylveon.

Penny saved is still a fucking penny
Here's a team, just because I wanted to post before Jordn , though it's pretty decent imo

Noivern Balanced



Importable :
Noivern @ Choice Specs
Ability: Aerilate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Flamethrower
- U-turn
- Switcheroo

Entei @ Choice Band
Ability: Magnet Pull
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Flare Blitz
- Stone Edge
- Extreme Speed

Zygarde @ Leftovers
Ability: Magic Bounce
EVs: 188 HP / 68 Def / 252 SpD
Careful Nature
- Substitute
- Toxic
- Coil
- Thousand Arrows

Zapdos @ Rocky Helmet
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 1 Atk / 30 Spe
- Hidden Power [Ice]
- Volt Switch
- Roost
- Defog

Manaphy @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 56 Def / 200 SpD
Sassy Nature
- U-turn
- Knock Off
- Scald
- Ice Beam

Terrakion @ Choice Scarf
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Sacred Sword
- Stone Edge
- Stealth Rock


Description:
  • Bluntly speaking, Noivern is just too powerful. I mean aerialate boomburst rips through balanced teams, it 3 shots any regenvest user not named magearna + gets switcheroo to capitalize on chansey switch-ins since teams lack answers to it otherwise. Not to say it hits 123 base speed, which is again just awesome and it shits over sticky web teams too which are becoming common in a meta filled with slow wall-breakers.
  • Though magnet pull is a sub-par ability in general, it works decently on the specific teams. Since I actually wanted to spam boomburst rather than just pivot on the sight of magearna which is quite popular, Entei acts as a pretty strong partner for noivern, breaking through most of it's counters p well + provides a strong neat priority.
  • Next up, a defensive core of magic bounce zygarde + unaware zapdos + regenvest mana was added, which imo is p good at warding off various threats. Magic Bounce coil zygarde is a p good win-con against passive teams with it having toxic to pressure standard unaware mons and gives zero fucks about stuff like ferrothorn etc. Unaware Zapdos is a good check for various triage/belly drum/fighting types(not named terrakion) and provides hazard removal for the team. And finally regenvest mana gives us a cool pivot. Though mana was earlier a regenvest fini but like yeah that was p shit.
  • Finally, the team wraps up by having a solid revenge killer in adapt terrakion, which just flourishes in post kartana meta, and carries sacred sword for the occasional curse-lax.
 

Jrdn

Not a promise, I'm just gonna call it.
Time to make good on my promise!

Team #1:

Playstyle: Bulky Offense/Balance

The original idea of the team was to make an offensive core between Triage Golisopod, which can seriously threaten offensive teams that are unprepared (i.e. dazzling/psy-surge) as well as weaken fatter teams for a sweep later in the match, and Steelworker Celesteela. Celesteela you say? Yes. Celesteela absolutely eats common cores such as Tapu Fini + Magearna.

Here are some calcs:

252+ Atk Choice Band Steelworker Celesteela Heavy Slam (120 BP) vs. 252 HP / 0 Def Magearna: 360-424 (99.1 - 116.8%) -- 93.8% chance to OHKO
252+ Atk Choice Band Steelworker Celesteela Heavy Slam (120 BP) vs. 248 HP / 252+ Def Tapu Fini: 267-315 (77.8 - 91.8%) -- guaranteed 2HKO

These are 2 pokemon that usually like to switch in on Celesteela, since people expect to eat a hit and scald (Fini) or pivot out (Magearna). I use max speed Adamant to outspeed Fini, even with some speed creep, as well as a plethora of other mons that being slower than wold be a huge pain. Golisopod's EVs are pretty simple, 252+ Attack, and almost full EVs in HP with a few speed EVs to potentially outspeed other Golisopods.

After deciding to use these 2 pokemon, I recognized a few things: 1) I need Stealth Rocks 2) Noivern is spoopy 3) Scald is equally spoopy. To cover all 3 of these issues I went with an interesting set in Water Absorb Nihilego. Admittedly I had Tapu Fini in mind here, since the Poison type + Water Absorb basically hard counter all possible sets. The set is pretty straight forward. Max Hp/SpDef to switch in on Noivern. Rocks + Stab Moves are obvious, and clear smog is just so Calm Mind users (Again, Fini) cannot get out of hand.

While Nihilego can hard switch into a lot of specific pokemon, a lot of pokemon can, in turn, switch right in on Nihilego. Pokemon like Ferrothorn or Heatran don't really care about anything it can dish out and can proceed to set up their own hazards. Enter Magic Bounce Zygarde. It combines the great bulk and ability to punish hazard setters with an equally great potency for breaking down stall/balance/offense teams alike. Magic bounce really can mess up stall teams trying to Toxic or Whirlwind/Roar, and it allows Zygarde all the time in the world to set up. Max Speed Adamant allows Zygarde to maintain it's maximum power while outspeeding some important pokemon like +Speed Hoopa-U. The moves are also simple. Thousand Arrows/DD/Outrage/Espeed is basically what you would expect. Groundium-Z is simply to help break out defensive pokemon that think they can take a hit. It works out well

Defensive pokemon aren't the only pokemon that like to switch in on Nihilego. Something like zygarde has no issues switching directly in and beginning to set up. I also knew I needed to get a defogger on this team, as well as simply having a pokemon that can handle myriad of pokemon that like to set up and sweep. Mew is the perfect little weird alien thing for the job. Ice Beam/Defog/Softboiled/Skill Swap is my personal favourite set for Unaware variants of Mew. Ice beam is to tackle bulky substitute Zygardes, as well as hit other pokemon nicely as well. Defog and Recovery are obvious. Skill swap might be weird to the untrained eye, but people who know the power of Poison Heal know that Skill Swap + Unaware is a great pair. EVs are so LO Adamant Lucario can't 2hko with Crunch, rest evs in Spdef.

Finally we have the ever so usefull Assault Vest Magearna. I use Max HP/Def just to bolster up my relative lack of defensive pokemon, and Magearna has really great defenses, so it works really well as a slow pivot. Not much else to say about this thing. It's S tier for a reason, pivots into threats and proceed to smash things with Celesteela or something :D


Celesteela @ Choice Band
Ability: Steelworker
EVs: 252 Atk / 4 Def / 252 Spe
Naughty Nature
- Heavy Slam
- Earthquake
- Seed Bomb
- Flamethrower

Golisopod @ Life Orb
Ability: Triage
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Leech Life
- Swords Dance
- Liquidation
- Aqua Jet

Nihilego @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Power Gem
- Sludge Wave
- Clear Smog

Zygarde @ Groundium Z
Ability: Magic Bounce
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Thousand Arrows
- Extreme Speed
- Outrage

Mew @ Leftovers
Ability: Unaware
EVs: 252 HP / 192 Def / 64 SpD
Impish Nature
IVs: 0 Atk
- Skill Swap
- Defog
- Soft-Boiled
- Ice Beam

Magearna @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Volt Switch
- Fleur Cannon
- Ice Beam
- Flash Cannon





Team 2:

Playstyle: Bulky Offense/Balance

I'll try to keep this one a little shorter since it was a little while ago since I used the team.

I don't remember the teambuilding process, but the team began around the idea of this really wacky Talonflame that was designed to beat stall and bounce back a lot of common hazard users. I was convinced that Magic Bounce was being underutilized but I did not expect that this set would be so successful. It didn't really scream success, but boy was I pleasantly surprised. Max HP and Spdef make it able to take on a lot of hits, as well taking 2 scalds from pokemon like Suicune/Tapu Fini. Taunt/Bulk Up is a really nice stallbreaking pair, as it stops pokemon from healing as you set up more and more. It can even beat non-unaware variants of skarmory, which is just insane. Acrobatics with no item is the attack of choice, and it's a really nice dependable move. Roost just increases longevity, and it's a necessity.

Tyrantrum was added to smash things with its face

Magearna+Fini rounds out a really nice core with Talon and can take on a lot of threats. Magearna, like in the first team, is just so damn good, and can help me pivot into big threats. Fini is just the usual Defog set. I've begun to believe that Regenerator is better on Fini for defog sets, and CM Fini is more suited for Poison Heal.

Landorus is a bit of a surprise factor, with Refrigerate, it can really catch some teams off guard. I don't know how to explain it; the addition of Refrigerate Return makes for way less risky plays with Lando, and it just seems to work out so well. U-turn is a must of course, just like every other Scarfed Lando, and obviously Earthquake as well. The last move I added Stealth Rocks because my team needed it.

Lucario is the final mon, and it probably puts in the most work on a game to game basis. People expect a physical set, and make a fatal error in switching to their physical wall. With a Nasty Plot, this thing becomes an absolute monster.

Here are some joyous contabulations

+2 252 SpA Life Orb Adaptability Lucario All-Out Pummeling (190 BP) vs. 248 HP / 252+ SpD Assault Vest Magearna: 432-510 (119 - 140.4%) -- guaranteed OHKO

+2 252 SpA Life Orb Adaptability Lucario Flash Cannon vs. 248 HP / 0 SpD Tapu Fini: 333-393 (97 - 114.5%) -- 81.3% chance to OHKO

+2 252 SpA Life Orb Adaptability Lucario All-Out Pummeling (190 BP) vs. 248 HP / 0 SpD Zapdos: 538-634 (140.4 - 165.5%) -- guaranteed OHKO

+2 252 SpA Life Orb Adaptability Lucario Focus Blast vs. 252 HP / 0 SpD Golisopod: 341-402 (96.3 - 113.5%) -- 75% chance to OHKO

It's absurd.


Tyrantrum @ Life Orb
Ability: Magic Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Head Smash
- Toxic
- Earthquake

Talonflame
Ability: Magic Bounce
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Acrobatics
- Roost
- Bulk Up
- Taunt

Magearna @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 148 Def / 108 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Fleur Cannon
- Ice Beam
- Flash Cannon

Landorus-Therian @ Choice Scarf
Ability: Refrigerate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Earthquake
- Stealth Rock
- U-turn

Tapu Fini @ Leftovers
Ability: Regenerator
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Moonblast
- Defog
- Taunt

Lucario @ Fightinium Z
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Vacuum Wave
- Nasty Plot
- Flash Cannon
- Focus Blast




Will think about posting more, but 2 for now is hopefully good
 

Funbot28

Banned deucer.
Resident AAA player dropping some fire squads up in this b****. I made it to round 3 in AAA open and here are some teams I had used/tested with.

Choice Specs Mamoswine Balance
<- Click Me


Yes you read the title right, Choice Specs Mamoswine is a great lure contrived by me and Aesf that blasts through physical walls such as Buzzhole, Suicune, and Tapu Fini and can achieve the OHKO on them with a bit of prior damage. It works so well since not much can stomach its specially attacking offensive coverage (bar Chansey) when boosted by Adaptability. It also helps break through stall teams quite well since it can take on the classic SkarmChan Unaware core which helps sweepers such as Volcorona clean up late game.

Choice Scarf Hustle Hoopa-U was added to help versus more offensive teams and compliments Mamoswine quite well since it can break through specially defensive walls such as Chansey and Assault Vest Manaphy, while Mamoswine breaks through physical walls in return. It also can lure in opposing Magearna thinking that its a special attacker and nail them hard with Fire Punch if it manages to land the hit. Hoopa-U is a broken wallbreaker, so there isn't that much more to say about it :p

Flash Fire Ferrothorn was added to help ease the MU vs opposing Volcorona and Victini. It is also great at setting up Stealth Rocks which can help Mamo and Hoopa-U break through walls with more ease. It also acts as the team main Psychic check (aka switchin to opposing Hoopa-U and Mega Alakazam), therefore it should be kept to relative high health when the aformentioned threats are still active.

Buzzhole is one of the best physical walls in the metagame due to it blanket checking numerous threats such as Mamoswine (not special ones tho ;), Weavile, and Zygarde mainly. It also shuts down a lot of walls that can threaten to set up hazards versus the team with Taunt and deals nice amounts of damage with Hammer Arm as well. The ability is flexible, but I chose Intimidate to reinforce its physical bulk since I already had a Fire immunity with Ferrothorn.

Volcorona is a top 5 sweeper in the metagame currently, mainly thanks to Z-moves helping it break past conventional checks once they have been slightly weakened. With the support from the two wallbreakers, Volc has a much more easier time cleaning up late game once its checks such as Unaware Chansey and Suicune have been worn down. Volc is important since it acts as the main wincon for the team. The ability can be replaced by something else such as Desolate Land or Dazzling since Tapu Fini already provides Defog support, but I keep it there just as a safe measure.

Lastly, Regenerator Tapu Fini serves as the main form of hazard control and acts as a great stallbreaker that eases the MU vs opposing stall. Its typing also helps the team versus Mold Breaker variants of Victini and Entei and helps stop setup sweepers such as opposing Tapu Fini and Snorlax from snowballing.


The team struggles greatly versus threats such as Aerilate Landorus-T and Noivern, relying on Hoopa-U to outspeed and revenge kill them.

Replay vs Jeran (Round 2): http://replay.pokemonshowdown.com/gen7almostanyability-555659756


Sticky Webs Zygarde Hyper Offense



Mold Breaker Smeargle is the main lead of this team, since it can set up both Webs and Stealth Rocks, benefiting the team immensely. If it is able to net a Spore on a target, it usually is able to set up both layers with ease and can also cripple Taunt users and offensive threats with Nuzzle if it every needs to. Smeargle is the main glue mon that holds this team together, as without it the team does not function as properly as it should.

Zygarde is the first setup sweeper that abuses the speed drops from Sticky Web, enabling it to outspeed threats it couldn't have before at +1 and proceed to sweep lategame. Aerilate also allows it to beat would be counters such as Buzzhole and Chesnaught, making it even more menacing to face. It also provides the team with pseudo-bulk, since it can switch into Fire and Rock types reliably if its at near full health with this EV spread.

Hustle Hoopa-U is back at it again but this time with a Choice Band equipped. Nothing can really avoid the 2HKO from Hyperspace Fury coming off this monster besides Intimidate Buzzhole niche stuff like Intimidate Mandibuzz. Hoopa-U also appreciates the Speed drops since it also allows it to not fear offensive threats such as Greninja and Terrakion that could otherwise revenge kill it with ease. Broke af mon once again putting in so much work for the team.

Manaphy acts as the second setup sweeper that can break through balance teams thanks to Tail Glow. I appreciate Beast Boost since it allows Manaphy to boost its speed every time it lands a KO, meaning that Ground-immunes such as Noivern and Thundurus-I fail to revenge kill it regardless of Sticky Webs. It also possesses decent bulk for an offensive mon, acting as a semi-reliable Weavile switchin for the team.

Although not abusing the mechanics of AAA, Mimikyu was still placed on the team to not only act as a Spinblocker, but also a great setup sweeper that can mostly always get the chance to setup a Swords Dance thanks to Disguise. Its typing also gives the team an immunity to Fighting, Normal and Dragon type attacks, deterring threats such as Terrakion, Garchomp, and Snorlax from just spamming their STAB moves.

Lastly, Thundurus was added to act as a means of Defog "prevention" thanks to Competitive. Meaning that it can switchin versus common Defog users such as Tapu Fini and Skarmory, gain the +2 in Special Attack and proceed to sweep if faster revenge killers have been taken out. It also acts as a great wallbreaker since it can go mixed, punishing switchins such as Chansey with Knock Off + Superpower.


The team is fairly consistent overall as a Hyper Offensive team and requires minimal skill to use. Has certain bad MUs such as stall teams consisting with the core of Chansey + Skarmory + Buzzhole, but it still has proven to be largely successful with my playtesting.


Volcorona Semi-Stall


Skarmory and Chansey round off the nearly mandatory Unaware core that is commonly seen on nearly all stall teams and for a good reason. They both compliment each other so well as they can deal with eachothers weaknesses nearly perfectly. Skarmory can check physical setup sweepers such as Landorus-T, Snorlax, and Lucario while Chansey can check special setup sweepers such as Suicune, Volcorona, and Thundurus. Skarmory can also setup and remove hazards with Spikes and Defog respectively, while Chansey can set up Stealth Rocks and act as a cleric with Heal Bell. There is nearly no good reason to not use this core on stall teams due to how it glues defensive teams together, which is why I have them placed here.

Tapu Fini acts as another hazard remover for Volcorona and Diglett that can also check a variety of threats such as Weavile, Victini, and Heatran. It also acts as a pseudo wallbreaker with Nature's Madness + Scald, tearing through defensive teams more reliably. Its great defensive typing alongside the utility it brings makes Tapu Fini a no brainer on a variety of stall teams, and this one holds no exception.

I originally tried to avoid using RegenVest Magearna due to how prepared for it is, but honestly it checked too many threats and provided too much role compression to not give up. It allows the team to better check Psychic-types such as Mega Alakazam and Hoopa-U alongside other miscellaneous threats such as Noivern, Alolan-Muk, and certain Mega Mawile variants. It also provides useful momentum with Volt Switch, enabling revenge killers such as Diglett the opportunity to come in more safely.

Speaking of Diglett, it acts as the replacement to Dugtrio that was originally on this team (although it had gotten banned recently). Therefore, although Diglett obviously does not perform as greatly as its evolved form, it still does the necessary job of revenge killing threats such as Hoopa-U, Terrakion, Victini, Heatran, and opposing Chansey, helping the team stall out the opponent once their stallbreakers have been taken out.

Finally, Volcorona acts as the main wincon of the team, usually being able to sweep late game once the other members of the team had crippled opposing threats that can threaten to revenge kill it. A bulky spread alongside Stamina turns it into a great bulky setup sweeper that finds itself many opportunities to start setting up. Its typing also allows it to check Fighting, Fairy, and and Steel types that can threaten other members of the team. Volcorona is what makes this team work, as without it, wallbreakers such as Gengar and Garchomp can wreck havoc regardless of the other teammembers defensive capabilities.


This team is fairly more tricky to use due to it relying on a bit more predictions to be properly utilized, however it still if very effective once played properly. Although, threats such as Mamoswine can break through the team if proper predicting is made.

Replay vs Jeran (not exact same team but similiar concept):
http://replay.pokemonshowdown.com/gen7almostanyability-555663088

Thats it for me
 
Last edited:
Time to share my team too :)

Victini Semi-Stall
´

Do you have anything that can switch into Victini's V-create? If you don't have a flash fire mon, then the answer is "no". With a combination of choice band, adamant nature and tinted lens, its V-create destroys the bulkiest of the bulkiest mons - even physically defensive Tapu Fini is OHKOed after Stealth Rocks. But V-create also has its drawbacks, as speed and both defensive stats drop after each usage, so that Victini is usually forced to switch out after one V-create. It has decent bulk, but should be brought safely onto the field, because it lacks recovery and might get worn down quickly if switched directly into attacks.

To bring Victini safely onto the field, I opted for a VoltTurn core of two RegenVest mons, Magearna and Landorus. Magearna is pretty standard and a pretty common choice for a RegenVest mon, while Landorus is rarely seen with an assault vest. It has great synergy with Magearna, as both cover each other's weaknesses, and thanks to the additional special bulk, it is no longer killed by random HP ices or ice beams. They both not only help to bring Victini safely onto the field, but also check a lot of threats and generally deal good damage and are, thanks to the recovery provided by Regenerator, very difficult to take down.

As I said, Victini has to switch out after a V-create due to the stat drops it causes, so that I need pokemon that can not only sponge strong hits, but also deal with setup sweepers - and Chansey and Skarmory are optimal for that purpose. They both compliment each other so well as they can deal with each others weaknesses nearly perfectly and support the whole team with entry hazards and aromatherapy. For Chansey, I choose a pretty standard moveset with Toxic to pressure opposing setup sweepers that can heal off Seismic Toss damage, while for Skarmory I choose to run Brave Bird over Defog to be able to actually kill those Chestnaughts and Golisopods and not only wall them, while Whirlwind phazes out sweepers that don't fear Brave Bird.

Finally, there's Tapu Fini, which acts as both a Defogger and a win condition. It is the standard poison heal set, but with Defog over Protect. It may be a bit suboptimal, but the team needs both - hazard removal and another win condition besides Victini. I thought about Defog on Skarmory, but that would cost me either Brave Bird or Whirlwind, both are moves I don't want to miss on Skarmory. Thanks to taunt, it also shuts down opposing hazard setters like Ferrothoorn or Skarmory, while being able to set up on them.

Problems I've encountered are especially opposing setup sweepers like Talonflame or Volcarona with both recovery and magic guard/bounce, as there's no way to pressure them with Chansey, so that they can PP stall it while setting up to +6 - especially when Landorus is weakened too much or already dead, since it is the only mon in the team that can easily kill them with a stone edge.
Also, the team somehow lacks a good switchin into the specs Mamoswine from the post above, as it kills five of my six mons with the appropriate move, so that I have to predict which move it will use.


Magearna @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 56 Def / 200 SpD
Calm Nature
IVs: 0 Atk / 0 Spe
- Fleur Cannon
- Flash Cannon
- Volt Switch
- Ice Beam

Landorus-Therian @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 152 Def / 104 SpD
Impish Nature
- U-turn
- Stone Edge
- Earthquake
- Knock Off

Flash Fire or die! (Victini) @ Choice Band
Ability: Tinted Lens
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- V-create
- Bolt Strike
- U-turn
- Trick

Chansey @ Eviolite
Ability: Unaware
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Toxic
- Soft-Boiled
- Aromatherapy

Tapu Fini @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Calm Mind
- Scald
- Taunt

Skarmory @ Shed Shell
Ability: Unaware
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Roost
- Brave Bird
- Stealth Rock
- Whirlwind
 

Ryota Mitarai

Shrektimus Prime
is a Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributor
Don't mind me, just sharing sets that I think have a good potential.
Tapu Bulu @ Choice Scarf / Choice Band
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wood Hammer
- Megahorn
- Superpower
- Horn Leech


After regretting my foolish mistake of not spamming Kartana before it got banned, I decided to try to replicate it a little bit. Although Tapu Bulu doesn't have the exact lines of Kartana, this set can be useful. Wood Hammer coming off a 130 Attack which is also STAB, futher boosted by Tough Claws, is a monster, although the recoil limits the usages a bit. Megahorn is mainly for Grass-type Pokemon, which Wood Hammer cannot hit easily. It can also be used against a bulky Psychic-type Pokemon. Superpower is mainly for Steel-type Pokemon. It is also useful for some Normal-type Pokemon and hitting Dark-type Pokemon with 100% accuracy, compared to Megahorn's 85% accuracy. Horn Leech is to recover Tapu Bulu or when it cannot afford spamming Wood Hammer. One thing you should note is to ALWAYS use this with a bulky Steel-type Pokemon that can handle Poison. It will also cover for it Flying-type Pokemon. Or just run anything that walls Poison-type completely.


Genesect @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flash Cannon
- Bug Buzz / Flamethrower / Thunderbolt
- Dark Pulse / Flamethrower / Thunderbolt
- Ice Beam / Flamethrower / Thunderbolt


Is this thing seriously unbanned? Anyways, this is a really simple but effective set. All moves affected by Sheer Force + passive Life Orb (aka that doesn't hurt you) means your attacks are going to max 2HKO pretty much everything here. Flash Cannon checks Fairy-type Pokemon, Bug Buzz deals with what it can deal with + bypasses Substitute, Dark Pulse is good for bulky Ghost-type Pokemon, although you can always change it. Ice Beam is mainly for Flying/Dragon-type Pokemon, along with the ones that are 4x weak to it. Thunderbolt can be run to hit things like Tapu Fini and such, while Flamethrower is useful for Steel-type Pokemon that do not run Flash Fire (looking at you, Doublade). Obviously, you should keep it away from Fire-type Pokemon, so running this thing with Tapu-Fini or bulky Water-type is a great idea. Obviously, avoid also using it against faster threats that have the potential to OHKO this thing, like specs Noivern.


Buzzwole @ Choice Band
Ability: Triage
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Leech Life
- Earthquake
- Poison Jab
- Superpower


This is probably famous among a lot of players, but let's share it with the ones who aren't. 621 Attack isn't bad. Leech Life is the main attack. +3 priority and healing. Superpower is in case you are facing a Steel-type Pokemon or things like Chansey or anything that Leech Life cannot deal with. Poison Jab is mainly for Fairy-type Pokemon. Keep it away from Flying-type Pokemon, unless Leech Life can finish them, Dazzling/Queenly Majesty, and otherwise anything like Skarmory that can wall pretty much every attack.
 
Going to drop an interesting team I built that I've had a lot of success with.



As you can probably tell by the make up of the team, this is in fact a rain team. I really love using weather in AAA because you can make your setter/abuser an already good mon. I already had a sun team so I wanted rain as well (I've also tried out hail with snow warning Jynx with Aurora Veil).

I started off the team with the Swift Swim Keldeo/Drizzle Tornadus pair, but Keldeo got banned shortly after I made the team so I replaced it with Volcanion and it is is doing just fine without needing any changes. Swift Swim makes up for Volcanion's subpar speed and turns modest specs Steam Eruption into an absolute nuke in rain. Very mons can take Steam Eruptions under rain, and it can break through a lot of walls, scoring a 2HKO on stuff like AV Magearna, Chansey with Eviolite knocked off, and even physdef Fini and Suicune if it is in the rain. Fire Blast is the secondary STAB move, which can still deal big damage to grasses in the rain. It also hits non flash fire steels outside of rain, but in the rain you will want to use Steam Eruption on them. Sludge Wave hits basically just Fini, and HP Ice is there to revenge kill Noivern under rain as it is a big threat to this team.

Tornadus is the rain setter with Drizzle and Damp Rock. It was chosen for it's ability to pivot into the offensive threats with U-turn, and can threaten grass types with STAB Hurricane that is 100% accurate. Knock Off is a great option that can remove AVs and Eviolites from special walls like Magearna and Chansey, which is extremely helpful for the rest of the team. Focus Blast is there to hit Steels that resist Hurricane as well as Rock types.

Next up I needed a hazard setter as well as a switch in for water moves that can use my rain against me, so Ferrothorn was the obvious choice on a rain team. I went with Regenerator because it can switch into a lot of offensive threats and pivot into P2. If you aren't worried about getting worn down you can change the ability if you want. You can run Flash Fire to deal with Desolate Land FIre types, which are threats to the tea, but you can get away with not running it until you switch out because people expect it. Stealth Rock is needed on all teams, and Leech Seed wears things down and gets back some health. Gyro Ball is the main STAB and Power Whip hits bulky waters that can take Steam Eruptions and Hydro Pumps.

After the first three mons I wanted an offensive pokemon that can function perfectly fine outside of rain but still benefits from rain being up. I decided on SD Adaptability Garchomp, but with a twist: Waterium Z Aqua Tail. This lets Garchomp take on its usual checks. +2 Hydro Vortex in the rain one shots Skarm, Zapdos, and does 78% min to Buzzwole, unless they are Intimidate or Unaware. Even though there is a very good possibility they are running this abilites, it can still do a lot of damage to them and the rest of the team can take these mons down fine. Swords Dance is there to boost your attack and EQ + Dclaw are the STABs alongside adaptability.

For my last offensive mon I was looking for a fast mon that could use water moves and priority, and Greninja has all 3 of them. I debated whether I should run Adaptability or Battle Bond for a while, and I tried out both, but I settled with Adapt since the immediate power is nice. However, Battle Bond would help more with stuff like Noivern, gives a more consistent Water Shuriken, and also does like 1% less damage when transformed so feel free to change it. The moveset is standard for Specs Greninja. Hydro Pump for strong STAB, especially in rain. With Adaptability it is about as strong as Volcanion's modest Steam Eruption. Dark Pulse is the second STAB, Shuriken is priority, and U-turn is momentum.

To finish the team I wanted a blanket check to a ton of stuff, so I decided on Unaware Porygon2. It's insane bulk with eviolite allows it to tank a plethora of hits. Unaware lets me beat dangerous set up sweepers like Volcarona, Minior (I lose to this thing way too much lol), Golisopod, and much more. The EV spread is just to make it as mixed bulky as possible because I haven't found anything I need a specific amount of bulk for. Recover is necessary to stay healthy. Ice Beam hits a lot of pokemon super effectively, most notably Zygarde, but also any Dragon, Ground, Flying, or Grass type. Tri Attack is my second attack to do as much damage as possible to pokemon like Alakazam and Hoopa. Toxic wears down walls and pokemon I can't take down with Ice Beam and Tri Attack.

Now, this team is more of an offensive oriented team, and it definitely has it's defensive weaknesses. Most notably, both Ferro and P2 are weak to fighting. Pokemon like Terrakion and Lucario basically get to spam fighting attacks and gets kills. Scarf Terrak in particular is a threat as it outspeeds Volc in rain, so you have to revenge with Torn if it's locked into CC or Gren's Water Shuriken. Noivern is another big threat as it 2hkos Ferro and P2 with Boomburst. Volc's HP Ice is needed to revenge kill it. Scarf Hustle Hoopa and Mega Zam are 2 more big threats, which are both revenge killed by Volcanion. Desolate Land Fire types are real pains, but can be revenge killed by Chomp and Gren's Dark Pulse. Knock Off mons that can take down Ferrothorn also have ot be revenge killed. The rest of the weaknesses are just strong wall breakers in general, like Hoopa and Mamo.

And that is the team. It does have it's flaws, but it's nothing that can't be played around. The team is very overwhelming offensively, and I have had no trouble beating stall with it. I hope you all enjoy my rain team. Depending on how much people like this I may post a sun team, but it is more standard and I don't think it is as good in general.


Volcanion @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Fire Blast
- Sludge Wave
- Hidden Power [Ice]

Tornadus @ Damp Rock
Ability: Drizzle
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Focus Blast
- Knock Off

Ferrothorn @ Leftovers
Ability: Regenerator
EVs: 248 HP / 88 Def / 172 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Power Whip
- Gyro Ball

Garchomp @ Waterium Z
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Dragon Claw
- Aqua Tail

Greninja @ Choice Specs
Ability: Adaptability
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- U-turn

Porygon2 @ Eviolite
Ability: Unaware
EVs: 248 HP / 196 Def / 64 SpD
Calm Nature
IVs: 0 Atk
- Recover
- Ice Beam
- Toxic
- Tri Attack
 
Going to drop an interesting team I built that I've had a lot of success with.



As you can probably tell by the make up of the team, this is in fact a rain team. I really love using weather in AAA because you can make your setter/abuser an already good mon. I already had a sun team so I wanted rain as well (I've also tried out hail with snow warning Jynx with Aurora Veil).

I started off the team with the Swift Swim Keldeo/Drizzle Tornadus pair, but Keldeo got banned shortly after I made the team so I replaced it with Volcanion and it is is doing just fine without needing any changes. Swift Swim makes up for Volcanion's subpar speed and turns modest specs Steam Eruption into an absolute nuke in rain. Very mons can take Steam Eruptions under rain, and it can break through a lot of walls, scoring a 2HKO on stuff like AV Magearna, Chansey with Eviolite knocked off, and even physdef Fini and Suicune if it is in the rain. Fire Blast is the secondary STAB move, which can still deal big damage to grasses in the rain. It also hits non flash fire steels outside of rain, but in the rain you will want to use Steam Eruption on them. Sludge Wave hits basically just Fini, and HP Ice is there to revenge kill Noivern under rain as it is a big threat to this team.

Tornadus is the rain setter with Drizzle and Damp Rock. It was chosen for it's ability to pivot into the offensive threats with U-turn, and can threaten grass types with STAB Hurricane that is 100% accurate. Knock Off is a great option that can remove AVs and Eviolites from special walls like Magearna and Chansey, which is extremely helpful for the rest of the team. Focus Blast is there to hit Steels that resist Hurricane as well as Rock types.

Next up I needed a hazard setter as well as a switch in for water moves that can use my rain against me, so Ferrothorn was the obvious choice on a rain team. I went with Regenerator because it can switch into a lot of offensive threats and pivot into P2. If you aren't worried about getting worn down you can change the ability if you want. You can run Flash Fire to deal with Desolate Land FIre types, which are threats to the tea, but you can get away with not running it until you switch out because people expect it. Stealth Rock is needed on all teams, and Leech Seed wears things down and gets back some health. Gyro Ball is the main STAB and Power Whip hits bulky waters that can take Steam Eruptions and Hydro Pumps.

After the first three mons I wanted an offensive pokemon that can function perfectly fine outside of rain but still benefits from rain being up. I decided on SD Adaptability Garchomp, but with a twist: Waterium Z Aqua Tail. This lets Garchomp take on its usual checks. +2 Hydro Vortex in the rain one shots Skarm, Zapdos, and does 78% min to Buzzwole, unless they are Intimidate or Unaware. Even though there is a very good possibility they are running this abilites, it can still do a lot of damage to them and the rest of the team can take these mons down fine. Swords Dance is there to boost your attack and EQ + Dclaw are the STABs alongside adaptability.

For my last offensive mon I was looking for a fast mon that could use water moves and priority, and Greninja has all 3 of them. I debated whether I should run Adaptability or Battle Bond for a while, and I tried out both, but I settled with Adapt since the immediate power is nice. However, Battle Bond would help more with stuff like Noivern, gives a more consistent Water Shuriken, and also does like 1% less damage when transformed so feel free to change it. The moveset is standard for Specs Greninja. Hydro Pump for strong STAB, especially in rain. With Adaptability it is about as strong as Volcanion's modest Steam Eruption. Dark Pulse is the second STAB, Shuriken is priority, and U-turn is momentum.

To finish the team I wanted a blanket check to a ton of stuff, so I decided on Unaware Porygon2. It's insane bulk with eviolite allows it to tank a plethora of hits. Unaware lets me beat dangerous set up sweepers like Volcarona, Minior (I lose to this thing way too much lol), Golisopod, and much more. The EV spread is just to make it as mixed bulky as possible because I haven't found anything I need a specific amount of bulk for. Recover is necessary to stay healthy. Ice Beam hits a lot of pokemon super effectively, most notably Zygarde, but also any Dragon, Ground, Flying, or Grass type. Tri Attack is my second attack to do as much damage as possible to pokemon like Alakazam and Hoopa. Toxic wears down walls and pokemon I can't take down with Ice Beam and Tri Attack.

Now, this team is more of an offensive oriented team, and it definitely has it's defensive weaknesses. Most notably, both Ferro and P2 are weak to fighting. Pokemon like Terrakion and Lucario basically get to spam fighting attacks and gets kills. Scarf Terrak in particular is a threat as it outspeeds Volc in rain, so you have to revenge with Torn if it's locked into CC or Gren's Water Shuriken. Noivern is another big threat as it 2hkos Ferro and P2 with Boomburst. Volc's HP Ice is needed to revenge kill it. Scarf Hustle Hoopa and Mega Zam are 2 more big threats, which are both revenge killed by Volcanion. Desolate Land Fire types are real pains, but can be revenge killed by Chomp and Gren's Dark Pulse. Knock Off mons that can take down Ferrothorn also have ot be revenge killed. The rest of the weaknesses are just strong wall breakers in general, like Hoopa and Mamo.

And that is the team. It does have it's flaws, but it's nothing that can't be played around. The team is very overwhelming offensively, and I have had no trouble beating stall with it. I hope you all enjoy my rain team. Depending on how much people like this I may post a sun team, but it is more standard and I don't think it is as good in general.


Volcanion @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Fire Blast
- Sludge Wave
- Hidden Power [Ice]

Tornadus @ Damp Rock
Ability: Drizzle
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Focus Blast
- Knock Off

Ferrothorn @ Leftovers
Ability: Regenerator
EVs: 248 HP / 88 Def / 172 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Power Whip
- Gyro Ball

Garchomp @ Waterium Z
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Dragon Claw
- Aqua Tail

Greninja @ Choice Specs
Ability: Adaptability
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- U-turn

Porygon2 @ Eviolite
Ability: Unaware
EVs: 248 HP / 196 Def / 64 SpD
Calm Nature
IVs: 0 Atk
- Recover
- Ice Beam
- Toxic
- Tri Attack
Confirming GOAT team just 6-0d Jordn with it effortlessly.

Mr.Duck is a rubbish mon tho it doesn't really beat any of the common setup mons, probably some better options.
 
(no sprites yet bc i gotta go soon)
Good Generic offense Team
Hoopa-Unbound @ Choice Band
Ability: Tinted Lens
EVs: 252 Atk / 5 SpA / 252 Spe
Lonely Nature
- Hyperspace Fury
- Psychic
- Knock Off
- Drain Punch

Magearna @ Assault Vest
Ability: Regenerator
Level: 99
EVs: 248 HP / 9 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Volt Switch
- Flash Cannon
- Fleur Cannon
- Aura Sphere

Terrakion @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 5 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Toxic

Minior @ Focus Sash
Ability: Dazzling
EVs: 252 Atk / 241 SpA / 16 Spe
Naughty Nature
IVs: 1 HP / 0 Def / 0 SpD
- Power Gem
- Earthquake
- Acrobatics
- Shell Smash

Zapdos @ Leftovers
Ability: Intimidate
EVs: 248 HP / 253 Def / 8 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Defog
- Roost
- Hidden Power [Ice]
- Volt Switch

Victini @ Choice Scarf
Ability: Desolate Land
EVs: 252 Atk / 5 SpD / 252 Spe
Jolly Nature
- V-create
- Trick
- Bolt Strike
- Zen Headbutt

Terrak and Hoopa-U basically have no switchins, and zapdos + mag pivot into everything. Minior cleans up afterwards, Victini revenges.
http://replay.pokemonshowdown.com/gen7almostanyabilitysuspecttest-555771530 stall
http://replay.pokemonshowdown.com/gen7almostanyabilitysuspecttest-551180357 offense

HO
Terrakion @ Life Orb
Ability: Beast Boost
EVs: 52 HP / 205 Atk / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Swords Dance
- Earthquake

Hoopa-Unbound @ Life Orb
Ability: Sheer Force
EVs: 20 Atk / 237 SpA / 252 Spe
Hasty Nature
- Gunk Shot
- Fire Punch
- Focus Blast
- Dark Pulse

Aerodactyl @ Focus Sash
Ability: Mold Breaker
EVs: 248 HP / 9 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Stealth Rock
- Defog
- Toxic

Tapu Fini @ Waterium Z
Ability: Adaptability
EVs: 252 SpA / 5 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Hydro Pump
- Moonblast
- Scald

Victini @ Choice Scarf
Ability: Soundproof
EVs: 248 HP / 149 Def / 112 Spe
Impish Nature
- V-create
- Will-O-Wisp
- U-turn
- Bolt Strike / Glaciate

Tapu Bulu @ Life Orb
Ability: Triage
EVs: 88 HP / 253 Atk / 168 Spe
Adamant Nature
- Taunt
- Swords Dance
- Horn Leech
- Superpower

There's a bunch of fun mons in here; lead aero always, then the other 5 are fairly bulky mons that can apply pressure pretty well. fyi Victini's there for a noivern/Tapu Koko/everything switchin
(look up aesf/aesffs for replays)

Diancie @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 9 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Earth Power
- Diamond Storm
- Moonblast
- Psyshock

Ferroseed @ Shell Bell
Ability: Sturdy
Level: 1
IVs: 0 HP / 0 Atk
- Endeavor
- Leech Seed
- Protect
- Worry Seed / Spikes

Doublade @ Eviolite
Ability: Flash Fire
EVs: 252 HP / 253 Atk / 4 SpD
Adamant Nature
- Swords Dance
- Sacred Sword
- Shadow Claw
- Shadow Sneak

Buzzwole @ Leftovers
Ability: Magic Bounce
EVs: 252 HP / 5 Atk / 252 Def
Impish Nature
- Toxic
- Roost
- Hammer Arm
- Ice Punch

Chansey @ Eviolite
Ability: Unaware
EVs: 249 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Heal Bell
- Wish
- Seismic Toss

Gliscor @ Smooth Rock
Ability: Sand Stream
EVs: 253 HP / 116 Def / 140 SpD
Relaxed Nature
IVs: 0 Spe
- U-turn
- Roost
- Earthquake
- Defog

(SD terrak and mamo are annoying sometimes but ferroseed is god so w/e)
Victini @ Choice Scarf
Ability: Regenerator
EVs: 248 HP / 229 Def / 32 Spe
Impish Nature
- U-turn
- V-create
- Will-O-Wisp
- Toxic

Buzzwole @ Leftovers
Ability: Unaware
EVs: 252 HP / 5 Atk / 252 Def
Relaxed Nature
IVs: 29 Spe
- Hammer Arm
- Roost
- Ice Punch
- Toxic

Skarmory @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 233 Def / 28 Spe
Impish Nature
- Spikes
- Roost
- Whirlwind
- Brave Bird

Magearna @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 5 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Volt Switch
- Flash Cannon
- Fleur Cannon
- Focus Blast

Tapu Fini @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 69 Def / 192 SpD
Calm Nature
IVs: 0 Atk
- Protect
- Defog
- Ice Beam
- Scald

Chansey @ Eviolite
Ability: Unaware
EVs: 128 HP / 253 Def / 128 SpD
Bold Nature
IVs: 0 Atk
- Skill Swap
- Soft-Boiled
- Stealth Rock
- Seismic Toss

(loses to band Terrak & galvanize koko can get annoying but otherwise pretty solid^)
 
Last edited:
Mr.Duck is a rubbish mon tho it doesn't really beat any of the common setup mons, probably some better options.
I basically just put it there for something that could wall a ton of stuff in one slot and not be set up fodder, and it has worked fine against most set up sweepers for me. It doesn't beat PH Fini/Suicune/Lax though. I am sure it probably could be changed for something else but I haven't had any problems with it
 
I'm currently testing out rain teams and have great success with this Xurkitree:
Xurkitree @ Focus Sash
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Tail Glow
- Energy Ball
- Thunder
- Hidden Power [Ice]

the Focus Sash ensures that I can set up one tail glow, which usually is enough to plow through teams - except chansey, which must be weakened before. Swift Swim with Drizzle support finally fixes Xurktiree's speed problem, and allows it to use a third coverage move instead of Z-Hypnosis.
 

Laxpras

One small yeet for man, one giant yeet for mankind
Sample Teams now available in the second post of this thread!

Thank you to everyone that contributed! My apologies if I left a team out, but I'm trying to keep samples pretty standard so I didn't include teams that are too creative or ambitious. Please continue to donate!

aesf can you add legimitate descriptions to your teams so I can add them? Look at what other people did, we could use some generic HO.
motherlove can you get me the link to replay of that rain team against jrdn?
@ errybody, I will add my own bad teams in at some point too dont yell at me im rlly busy irl
 
Last edited:
What about a Life Orb instead of the Choice Specs on Swift Swim Volanion, as it allows to change moves to use Volcanion's nice coverage options like Fire Blast, Sludge Wave, Earth Power, Focus Miss...?
 
Nah, Volcanion doesn't really need to do much more than press steam eruption and the power difference isn't appreciated. It's also a pretty good defensive staple on offence for stuff like entei or tinted tin so the life orb chip is really, really not worth it.

Who needs coverage when you have steam erubroken?
 

Sylveon.

Penny saved is still a fucking penny
Sample Teams now available in the second post of this thread!

Thank you to everyone that contributed! My apologies if I left a team out, but I'm trying to keep samples pretty standard so I didn't include teams that are too creative or ambitious. Please continue to donate!

aesf can you add legimitate descriptions to your teams so I can add them? Look at what other people did, we could use some generic HO.
motherlove can you get me the link to replay of that rain team against jrdn?
@ errybody, I will add my own bad teams in at some point too dont yell at me im rlly busy irl
Lax that noivern team is mine ;_;
 

Ryota Mitarai

Shrektimus Prime
is a Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributor
What about a Life Orb instead of the Choice Specs on Swift Swim Volanion, as it allows to change moves to use Volcanion's nice coverage options like Fire Blast, Sludge Wave, Earth Power, Focus Miss...?
I think Specs would be better anyways as it doesn't wear off Volcanion, as it has no reliable recovery.
 

Ryota Mitarai

Shrektimus Prime
is a Tiering Contributoris a Contributor to Smogonis a Top Smogon Media Contributor
OK I understand that I suffer from the syndrome of making sets and posting them, but found/created some really good sets.

Latias (F) @ Leftovers
Ability: Stamina
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Roost
- Dragon Pulse

Admitting it, it's not a set created by me, but saw it on ladder and revamped it a bit. This set here is an offensive one for a reason which I will explain later, but you can change the 252 SpA to Def and Bold Nature. Every physical attack will deal less damage with each turn, and will boost Stored Power's BP. Calm Mind boosts the SpD and SpA, with which you boost Stored Power yet again, and you are preparing it to hit like a rocket launcher. Roost here is good if a Pokemon tries to wear you off. After few boosts on both defenses, virtually only crits and Unaware Pokemon can touch this thing. However, they don't appreciate taking on a high based STAB move along with a 252+ SpA. Finally, Dragon Pulse is to hit Dark-type Pokemon, which are imunne to Stored Power.


Talonflame @ Life Orb
Ability: Magic Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Brave Bird
- Flame Charge

You probably have thought of this set, but I never copied it or revamped it from anything. Talonflame is unique in the meta here because it gets 2 powerful STAB recoil moves and a top tier speed, being able to outspeed Specs Noivern. Now with Magic Guard, not only Tflame doesn't fear Life Orb + recoil moves, but it also easily switches into any hazard moves. The Flame Charge here seems strange. Flame Charge boosts your speed and therefore allows you to outspeed things like Tapu Koko. This set has some problems with Rock-type Pokemon, so you can swap Flame Charge with some memes like Steel Wing or something. Just run it with something that either covers the faster threats or Rock-type Pokemon.


Mew @ Light Clay
Ability: Snow Warning
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Aurora Veil
- Light Screen
- Reflect
- Taunt

This set is a really defensive based one. Being able to set all 3 known screens, this thing can drastically boost the whole team's Defense. The thing that is really really good about this set is that it gives perfect opportunities for setters to set. The offensive Latias set I posted earlier exactly goes very well with this set. Brick Break memes, Psychic Fangs, and Defog might be problems, but there's the reason I run Taunt for Defog. Keep it away from Taunt as well (unless the opponent is slower and you predict it). The reason I run this over any Ice-type Pokemon is that this thing is the most balanced Pokemon from the 3 screens learners in terms of Defense + Access to Taunt, something which Cryogonal doesn't get access to. (Also Jynx has a horrible Defense stat lol).
 
Ryota Mitarai: I would run Roost on the Smogonbird over Flame Charge. Yes, outspeeding Koko is nice, but Roost allows you to beat unaware users without too strong super-effective coverage moves, as they can't pressure you with toxic, and you can heal any chip damage off with Roost while PP-stalling them with repeated Flare Blitzes and Brave Birds and eventually setting up to +6.
 

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