BSS Teambuilding & Help Thread (SuMo Edition Reloaded 2.0)

Nice team dude, i can totally understand why you opted for Electric-types for your last slot, since they really help both, Lucario cores and Charizard cores.
I really like that Thundurus set tbf, it offers a pretty good answer to both Lele and Greninja. To deal a little more damage to Lele you could add Sludge Wave on it, also considering you have Steath Rock support that might put it in KO range if it's switching a couple times. I'd use it over Tbolt.

To improve your Lele / Greninja match up even further you can turn that Hippwdon set into a Specially defensive set :

@ Sitrus Berry
Ability: Sand Stream
Level: 50
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Earthquake
- Stealth Rock
- Yawn
- Whirlwind / Rock Tomb / Slack Off / Ice Fang


This Hippo can take hits from Lele and has even a 50% chance to survive to a Z Psychic from a Timid Lele. Can take hits from Greninja as well, that has just a 6% chance to OHKO with Life Orb Hydro Pump, or 50% just in case it has Grass Knot AND a Life Orb.
Sludge Wave is great, hadn't even considered it. After Stealth Rock and Sandstorm damage it has a 45% chance to OHKO Lele which is not too bad. With the EVs I posted it also OHKOs Tapu Koko which is a nice bonus.

I'll try that Hippo spread out, I didn't realize that Garchomp still can't 2HKO even with 0 Def investment. Thanks for the rate!
 
It's been a while since I've played competitive, but some of the changes in SM have pulled me back in, so here I am.

The idea behind the team is to set either Lucario or Charizard-Y up to sweep with Hippodwon, with Dragonite functioning as a cleaner after, or softening up the opposing team before. Dragonite is also a pretty decent lead. Mimikyu is Mimikyu, checking a few things that pose a threat to the team. I'm struggling a bit on a 6th team member, so I wanted to get a bit of feedback and see what people think. I've gone 9 and 6 in the mid/upper-1500s with this team, which is a lot better than my previous showings.

The Team


Last Team Member

I'm struggling a bit here. I've noticed my team tends to struggle with Tapu Lele, as a good player can work around Mimikyu with switch-ins. Greninja can also be difficult. So I came up with a somewhat weird EV spread below which can handle those threats while also being a pretty decent late-game cleaner.

Thundurus-Therian @ Choice Scarf
Ability: Volt Absorb
Level: 50
EVs: 52 HP / 4 Def / 220 SAtk / 20 SDef / 212 Spd
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast
- Volt Switch
  • Outspeeds 252 SAtk / 252 Spe+ Scarf Tapu Lele, survives Psychic in Psychic Terrain, and 2HKOs with Thunderbolt
  • This also survives a Garchomp Outrage and 2HKOs with Hidden Power [Ice]
  • Can also deal with most Mamoswine
However, Tapu Koko is way more flexible and versitile, and can one-on-one Breloom, which can also be a problem for my team. I'm considering adding this instead.

Tapu Koko @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- Grass Knot
- U-turn

Would love some critique from the fine folks on this board. Thanks!
Actually found another 6th for this:

Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 212 HP / 44 Atk / 252 Spe
Jolly Nature
- Leaf Blade
- Smart Strike
- Sacred Sword
- Psycho Cut

With the given EVs, survives a Tapu Lele Psychic and outspeeds to OHKO with Smart Strike. Also outspeeds and OHKOs Greninja, +1 Gyarados, 3HKO at best by Tapu Fini and Mamoswine and 2HKOs back. Beast Boost gives it a decent chance to sweep late game as well.
 
Hi everyone, so in a bit of a mad rush to try and throw a bss team together for the tourney tomorrow, this is what i have so far, any suggestions to switching stuff is welcome, I'd prefer to keep blaziken and garchomp inside the team.

Garchomp @ Choice Band
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Dragon Claw
- Rock Slide
- Poison Jab

Blaziken @ Firium Z
Ability: Speed Boost
EVs: 252 Atk / 252 Spe
Jolly Nature
- Protect
- Baton Pass
- Flare Blitz
- High Jump Kick

Tapu Fini @ leftovers
Ability: Misty Surge
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Calm Mind
- Moonblast
- HP Ice
- Scald

Aegislash @ Ghostium Z
Ability: Stance Change
EVs: 240 HP / 16 Atk / 252 Def
Impish Nature
- Kings Shield
- Swords Dance
- Sacred Sword
- Shadow Sneak

Greninja @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpAtk / 252 Spe
Timid Nature
- Dark Pulse
- Surf
- Ice Beam
- Extrasensory

Zoroark @ Dread Plate
Ability: Illusion
EVs: 252 SpAtk / 252 Spe
Timid Nature
- Dark Pulse
- Shadow Ball
- Taunt
- Pursuit


The real core to the team are probably the top three, Blaziken by anyone's books is a decent mon, setups well for banded Garchomp, admittedly a certain amount of symbiosis between them which has led to quick defeats on the ladder. Fini eats hits for days and can catch incoming chomps off guard with HP Ice, The lower three are the ones i'm not too sure about, Aegislash does its 50/50 thing well although i feel sometimes with unfavorable matchups its more a 75/25 to death, although thats more an issue with my choice of three for the games. Zoroark was more of a joke than anything and a bit of a gimmick so if something is gonna get switched it'll be that as its another frail dark type which can get bodied by any fighting type on my team. Any comments on how bad or ridiculously offensive this team is are welcome and anything to add to or replace :D
TGS
 
Hi everyone, so in a bit of a mad rush to try and throw a bss team together for the tourney tomorrow, this is what i have so far, any suggestions to switching stuff is welcome, I'd prefer to keep blaziken and garchomp inside the team.

Garchomp @ Choice Band
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Dragon Claw
- Rock Slide
- Poison Jab

Blaziken @ Firium Z
Ability: Speed Boost
EVs: 252 Atk / 252 Spe
Jolly Nature
- Protect
- Baton Pass
- Flare Blitz
- High Jump Kick

Tapu Fini @ leftovers
Ability: Misty Surge
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Calm Mind
- Moonblast
- HP Ice
- Scald

Aegislash @ Ghostium Z
Ability: Stance Change
EVs: 240 HP / 16 Atk / 252 Def
Impish Nature
- Kings Shield
- Swords Dance
- Sacred Sword
- Shadow Sneak

Greninja @ Life Orb
Ability: Protean
EVs: 4 HP / 252 SpAtk / 252 Spe
Timid Nature
- Dark Pulse
- Surf
- Ice Beam
- Extrasensory

Zoroark @ Dread Plate
Ability: Illusion
EVs: 252 SpAtk / 252 Spe
Timid Nature
- Dark Pulse
- Shadow Ball
- Taunt
- Pursuit


The real core to the team are probably the top three, Blaziken by anyone's books is a decent mon, setups well for banded Garchomp, admittedly a certain amount of symbiosis between them which has led to quick defeats on the ladder. Fini eats hits for days and can catch incoming chomps off guard with HP Ice, The lower three are the ones i'm not too sure about, Aegislash does its 50/50 thing well although i feel sometimes with unfavorable matchups its more a 75/25 to death, although thats more an issue with my choice of three for the games. Zoroark was more of a joke than anything and a bit of a gimmick so if something is gonna get switched it'll be that as its another frail dark type which can get bodied by any fighting type on my team. Any comments on how bad or ridiculously offensive this team is are welcome and anything to add to or replace :D
TGS

Hi there, your team in my opinion is screaming for Mega Salamence's addition. It has a lot of good Mence partners such as Blaziken, Fini, Aegislash and even Greninja might help it. As for Garchomp, well it fits almost every team, so...

You could try to switch out Zoro for this set:

@ Salamencite
Ability: Aerilate
Level: 50
EVs: 212 HP / 220 SpD / 76 Spe
Careful Nature
- Dragon Dance
- Facade / Return
- Substitute / Earthquake
- Roost

Specially Defensive Mence. I'm suggesting this set for two reasons: the first is that you have baton pass on Blaziken, so you can simply pass the speed to this; the second is that your offensive potential is already high, so a more bulky set of mence might fit the team even better.
This mence hits 150 speed, this means that at +1 it will outspeed Pheromosa. Also the EVs are made in order to have more SpD that Def, so that Download wouldn't boost opposing Porygons Special Attack.


I was also thinking, since, again, you already have a lot of offensive potential, that switching Aegislash for Ferrothorn could be a good idea here. Not that Aegislash is bad, Aegislash fits pretty well the team, but Ferro might help completing not only the Dragon / Steel / Fairy core, but also the Grass / Water / Fire one.

@ Leftovers / Rocky Helmet
Ability: Iron Barbs
Level: 50
EVs: 252 HP / 196 Def / 60 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Bullet Seed
- Leech Seed
- Protect / Knock Off / Stealth Rock / Thunder Wave

Ferro might also help versus Bulky-water. Your team seems a little weak to those tbf.

In the end i'd just add minor changes here and there:
- Remove Scald from Fini, add Hydro Pump or Surf. Its ability prevents burn, so you can go for damage.
- Turn Greninja into a mixed attacker, adding 20 evs in atk and a Naive nature. Remove Surf for Hydro Pump / Low Kick / Rock Slide / Grass Knot or Water Shuriken to have a priority and Extrasensory for Gunk Shot.
- Switch Chomp's nature to Jolly. I can understand that you can pass speed to it, but having a pokemon that has 102 base speed means that at +1, with a jolly nature, it will always outspeed opposing base 100 that boost their speed (DD CHarizard X for example, or Scarfed Chomp itself)


Hope this will help you out :]
 
Last edited:
Hi there, your team in my opinion is screaming for Mega Salamence's addition. It has a lot of good Mence partners such as Blaziken, Fini, Aegislash and even Greninja might help it. As for Garchomp, well it fits almost every team, so...

You could try to switch out Zoro for this set:

@ Salamencite
Ability: Aerilate
Level: 50
EVs: 212 HP / 220 SpD / 76 Spe
Careful Nature
- Dragon Dance
- Facade / Return
- Substitute / Earthquake
- Roost

Specially Defensive Mence. I'm suggesting this set for two reasons: the first is that you have baton pass on Blaziken, so you can simply pass the speed to this; the second is that your offensive potential is already high, so a more bulky set of mence might fit the team even better.
This mence hits 150 speed, this means that at +1 it will outspeed Pheromosa. Also the EVs are made in order to have more SpD that Def, so that Download wouldn't boost opposing Porygons Special Attack.


I was also thinking, since, again, you already have a lot of offensive potential, that switching Aegislash for Ferrothorn could be a good idea here. Not that Aegislash is bad, Aegislash fits pretty well the team, but Ferro might help completing not only the Dragon / Steel / Fairy core, but also the Grass / Water / Fire one.

@ Leftovers / Rocky Helmet
Ability: Iron Barbs
Level: 50
EVs: 252 HP / 196 Def / 60 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Bullet Seed
- Leech Seed
- Protect / Knock Off / Stealth Rock / Thunder Wave

Ferro might also help versus Bulky-water. Your team seems a little weak to those tbf.

In the end i'd just add minor changes here and there:
- Remove Scald from Fini, add Hydro Pump or Surf. Its ability prevents burn, so you can go for damage.
- Turn Greninja into a mixed attacker, adding 20 evs in atk and a Naive nature. Remove Surf for Hydro Pump / Low Kick / Rock Slide / Grass Knot or Water Shuriken to have a priority and Extrasensory for Gunk Shot.
- Switch Chomp's nature to Jolly. I can understand that you can pass speed to it, but having a pokemon that has 102 base speed means that at +1, with a jolly nature, it will always outspeed opposing base 100 that boost their speed (DD CHarizard X for example, or Scarfed Chomp itself)


Hope this will help you out :]

Thanks for the help, I'm shiny hatching a froakie atm, so once i've done that i'm probably gonna add Ferrothorn and switch in a jolly chomp as i have both of those ready to do final breeding for, for the tourney though i've switched in kartana for Zoro as it'll complete both cores like ferro even though it lacks defensive prowess. Salamence will be an addition somepoint in the future but for now ferro and jolly garchomp i think will defo help the team synergise well. I was also thinking maybe mega mawile for aegislash with a sub set and maybe switch something else for more defensive rolls, but yeah much appreciated!
 
Aye Aye, so the team has undergone drastic changes, weight slimming, been to the gym, done some bench presses, generally thrown out the window and started over, the espeon comes from Dancing beyond the veils (ty Solerme, awesome set) and having played with it I like it a lot as an anti lead and flat walls any setup and smeargle. Past that i feel like bringing dual psychics and fairies might be a bit touch and go so any suggestions of switches are welcome :D

Side note: unsure on whether to bring superpower or ice punch on the azu, depending on diff matchups and the other team hasn't been dropped so much as just is still being built (Ferroseed being a pain)

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Thunderbolt
- Ice Beam

Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Leech Seed
- Synthesis
- Sludge Bomb
- Giga Drain

Azumarill @ Normalium Z
Ability: Huge Power
- Belly Drum
- Aqua Jet
- Play Rough

Mawile-Mega @ Mawilite
Ability: Huge Power
EVs: 120 HP / 248 Atk / 100 SpD / 40 Spe
Adamant Nature
- Substitute
- Sucker Punch
- Play Rough
- Iron Head

Blaziken @ Firium Z
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Swords Dance
- High Jump Kick
- Flare Blitz

Espeon @ Light Clay
Ability: Magic Bounce
EVs: 24 HP / 172 SpA / 196 Spe
Timid Nature
- Yawn
- Reflect
- Light Screen
- Psychic
 
Aye Aye, so the team has undergone drastic changes, weight slimming, been to the gym, done some bench presses, generally thrown out the window and started over, the espeon comes from Dancing beyond the veils (ty Solerme, awesome set) and having played with it I like it a lot as an anti lead and flat walls any setup and smeargle. Past that i feel like bringing dual psychics and fairies might be a bit touch and go so any suggestions of switches are welcome :D

Side note: unsure on whether to bring superpower or ice punch on the azu, depending on diff matchups and the other team hasn't been dropped so much as just is still being built (Ferroseed being a pain)

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Thunderbolt
- Ice Beam

Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Leech Seed
- Synthesis
- Sludge Bomb
- Giga Drain

Azumarill @ Normalium Z
Ability: Huge Power
- Belly Drum
- Aqua Jet
- Play Rough

Mawile-Mega @ Mawilite
Ability: Huge Power
EVs: 120 HP / 248 Atk / 100 SpD / 40 Spe
Adamant Nature
- Substitute
- Sucker Punch
- Play Rough
- Iron Head

Blaziken @ Firium Z
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Swords Dance
- High Jump Kick
- Flare Blitz

Espeon @ Light Clay
Ability: Magic Bounce
EVs: 24 HP / 172 SpA / 196 Spe
Timid Nature
- Yawn
- Reflect
- Light Screen
- Psychic
With the dual screen strategy it's safe to say that a full hyper offensive team would be better, or at least that's what i think :]

I'll start changing Espeon's EVs with these:

@ Light Clay
Ability: Magic Bounce
EVs: 236 HP / 44 Def / 4 SpA / 4 SpD / 220 Spe
Timid Nature
IVs: 0 Atk
- Yawn
- Psychic
- Reflect
- Light Screen

EVs are to outspeed Adamant Mence, and to have as much bulk as possible (survives outrage from chomp for example). You won't need special attack since you need bulk on the dual screen setter or common mons such as Scarf Chomp or Tapu Koko will end up killing it, leaving you 2 vs 3 from the very beginning.

Going on, i like that Blaziken, it works pretty well behind the screens. Also, even not being a fan of it, Azumarill can work with this strategy too, and since you have no spread on it i'll add a standard set down here, changing it to a Sitrus BD set to not stack with the other Z:
@ Sitrus Berry
Ability: Huge Power
EVs: 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Waterfall / Knock Off


Now your team would be like: Espeon / Blaziken / Azumarill.

At this point your team struggles in front of bulky Water-types. Tapu Koko would be great for the team, but its Fairy-type would be a little redundant with Azu's, so we can either Add Koko and remove Azu for Mega Gyarados, that is a fantastic choice with this strategy and would also act as a switch in for Ground-type attacks, or keep Azumarill and add Thundurus-T and Mega Gengar.


@ Gyaradosite
Ability: Intimidate
Level: 50
EVs: 84 HP / 236 Atk / 4 Def / 12 SpD / 172 Spe
Jolly Nature
- Waterfall
- Ice Fang
- Earthquake
- Dragon Dance

This is a pretty standard spread for Gyarados with the screens. It hits 202 Speed after a DD outspeeding base 130 and it outspeeds Breloom without before the boost.




@ Electric Seed
Ability: Electric Surge
Level: 50
EVs: 92 HP / 4 Def / 156 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice] / Dazzling Gleam
- Grass Knot
- Calm Mind

Behind Reflect it survives GRound-Z from Excadrill and Chomp. Regular Earthquake is a 3HKO, even PJab from Life Orb Pheromosa is a 3HKo.

-------------------------------------------------
@ Z something, Life Orb, or Sitrus.
Ability: Volt Absorb
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast
- Nasty Plot

Fight Z is great on it, for example +2 Z Focus Blast can OHKO Chansey, making it a fantastic wallbreaker. Even Elec Z is pretty solid on it, but you don't want to use 2 Z mons also Life Orb or Sitrus Berry are options.
Speaking fairly, behind the screens you could even use a totally different set with Agility a Life Orb and 3 attacks, imo. But the first one is the standard.

@ Gengarite
Ability: Cursed Body
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Hex
- Substitute
- Hypnosis

Casinogar. Works fine with Espeon's Yawn and can easily fire its Hypnosis if guarded by the dual screens.


As for the Last mon, maybe you could use a mon that can give you a way to lead the team if Espeon could fare a tough match up when. For example if you see opposing Mega Gengars.
Specially Defensive Hippowdon could fit, by both helping Gengar with Yawn, your setup sweepers and with the matchup said above.

@ Sitrus Berry / Lum Berry
Ability: Sand Stream
Level: 50
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Earthquake
- Stealth Rock
- Yawn
- Whirlwind / Rock Tomb


So in the end the team would be like this: Espeon / Blaziken / Tapu Koko / Gyarados / Hippowdon + something defensive such as Ferrothorn, that would help even more vs Water-types and offer a switch in for those and for Electric-types.

or

Espeon / Blaziken / Thundurus / Azumarill / Mega Gengar / Hippowdon

Hope this will help.
 
With the dual screen strategy it's safe to say that a full hyper offensive team would be better, or at least that's what i think :]

I'll start changing Espeon's EVs with these:

@ Light Clay
Ability: Magic Bounce
EVs: 236 HP / 44 Def / 4 SpA / 4 SpD / 220 Spe
Timid Nature
IVs: 0 Atk
- Yawn
- Psychic
- Reflect
- Light Screen

EVs are to outspeed Adamant Mence, and to have as much bulk as possible (survives outrage from chomp for example). You won't need special attack since you need bulk on the dual screen setter or common mons such as Scarf Chomp or Tapu Koko will end up killing it, leaving you 2 vs 3 from the very beginning.

Going on, i like that Blaziken, it works pretty well behind the screens. Also, even not being a fan of it, Azumarill can work with this strategy too, and since you have no spread on it i'll add a standard set down here, changing it to a Sitrus BD set to not stack with the other Z:
@ Sitrus Berry
Ability: Huge Power
EVs: 228 HP / 252 Atk / 12 Def / 12 SpD / 4 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Waterfall / Knock Off


Now your team would be like: Espeon / Blaziken / Azumarill.

At this point your team struggles in front of bulky Water-types. Tapu Koko would be great for the team, but its Fairy-type would be a little redundant with Azu's, so we can either Add Koko and remove Azu for Mega Gyarados, that is a fantastic choice with this strategy and would also act as a switch in for Ground-type attacks, or keep Azumarill and add Thundurus-T and Mega Gengar.


@ Gyaradosite
Ability: Intimidate
Level: 50
EVs: 84 HP / 236 Atk / 4 Def / 12 SpD / 172 Spe
Jolly Nature
- Waterfall
- Ice Fang
- Earthquake
- Dragon Dance

This is a pretty standard spread for Gyarados with the screens. It hits 202 Speed after a DD outspeeding base 130 and it outspeeds Breloom without before the boost.




@ Electric Seed
Ability: Electric Surge
Level: 50
EVs: 92 HP / 4 Def / 156 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hidden Power [Ice] / Dazzling Gleam
- Grass Knot
- Calm Mind

Behind Reflect it survives GRound-Z from Excadrill and Chomp. Regular Earthquake is a 3HKO, even PJab from Life Orb Pheromosa is a 3HKo.

-------------------------------------------------
@ Z something, Life Orb, or Sitrus.
Ability: Volt Absorb
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast
- Nasty Plot

Fight Z is great on it, for example +2 Z Focus Blast can OHKO Chansey, making it a fantastic wallbreaker. Even Elec Z is pretty solid on it, but you don't want to use 2 Z mons also Life Orb or Sitrus Berry are options.
Speaking fairly, behind the screens you could even use a totally different set with Agility a Life Orb and 3 attacks, imo. But the first one is the standard.

@ Gengarite
Ability: Cursed Body
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Bomb
- Hex
- Substitute
- Hypnosis

Casinogar. Works fine with Espeon's Yawn and can easily fire its Hypnosis if guarded by the dual screens.


As for the Last mon, maybe you could use a mon that can give you a way to lead the team if Espeon could fare a tough match up when. For example if you see opposing Mega Gengars.
Specially Defensive Hippowdon could fit, by both helping Gengar with Yawn, your setup sweepers and with the matchup said above.

@ Sitrus Berry / Lum Berry
Ability: Sand Stream
Level: 50
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Earthquake
- Stealth Rock
- Yawn
- Whirlwind / Rock Tomb


So in the end the team would be like this: Espeon / Blaziken / Tapu Koko / Gyarados / Hippowdon + something defensive such as Ferrothorn, that would help even more vs Water-types and offer a switch in for those and for Electric-types.

or

Espeon / Blaziken / Thundurus / Azumarill / Mega Gengar / Hippowdon

Hope this will help.

Ty for all the suggestions, after reading through i found an interesting build set of a triple core which i'm not sure whether the last two have:


@ Light Clay
Ability: Magic Bounce
EVs: 236 HP / 44 Def / 4 SpA / 4 SpD / 220 Spe
Timid Nature
IVs: 0 Atk
- Yawn
- Psychic
- Reflect
- Light Screen

The new EV set, I like the speed creep on mega mence now, found not having it a bit of an issue, but this set will help a lot so ty v much :]

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 100 Atk / 76 Def / 76 SpD / 252 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Crunch
- Waterfall

Bit bulky but has all the speed to get the sub up and start dancing, I feel as if gyarados on this team would adopt more of a stall breaker and hole puncher position, not to kill but to badly maim let either blaziken or koko or possibly kartana finish up and sweep the rest.

Blaziken @ Firium Z
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Swords Dance
- High Jump Kick
- Flare Blitz

Having played with speed passing its alright but i think BP and SD are freely interchangeable on the fiery chicken, SD is there purely because it was the last set I played. Speed Boost is of course the key to the sweeping potential of this, and these first three mons two thirds of the elemental core and the F-P-D core and synergise relatively well i think.

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
Level: 50
EVs: 252 HP / 196 Def / 60 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Bullet Seed
- Leech Seed
- Stealth Rock

Your Ferro suggestion from the last team, completes the elemental core and starts the D-S-F core, is the flat wall to any fini who doesn't bring natures madness, which even then with leftys instead of rocky helmet has issues stopping this set, having played it a couple times.

Salamence @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Roost
- Return
- Earthquake

The second part to the D-S-F core, builds upon the hitting like a train theme, your standard mega mence, no more no less

Tapu Koko @ Choice Scarf
Ability: Electric Surge
Evs: 20 Def / 252 SpA / 40 SpD / 196 Spe
Timid Nature
- HP Ice
- Thunderbolt
- Dazzling Gleam
- Volt Switch

The answer to Scarf Lele and completes the D-S-F core, it outruns and kills it before it kills koko, only issue is it requires a sack, so there might be a rock and a hard place situation in which ferrothorn is forced to be brought due to Lele. However this is speed crept to outrun any greninja and scarf Lele, on the occasion a pheromosa doesn't run max speed this is unlikely to not outspeed when the phero is at +1 unless it had no speed investment, which wouldn't make sense in the first place, but anyway crept to the next fastest thing and OHKO's unless it has sash. Another slight issue, so unsure whether to sacrifice out running scarf lele is the garunteed kill on lando as with the current spread it 100% doesn't with Hp Ice.

The other possibility was a kartana, probably either fightinium Z or Sash, but unsure whether the full offensive is required.

Just something to bounce off from your ideas, any other suggestions are as always welcome,
 
I need help finishing my first bss team.
I started around a Charizard-X Ferrothorn Tapu Fini balanced core and I added Nihilego but I have no idea how to finish this team.

Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Flare Blitz
- Earthquake/roost/dragon claw (unsure)

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Leech Seed
- Power Whip
- Gyro Ball
- Protect

Tapu Fini @ Waterium Z
Ability: Misty Surge
EVs: 244 HP / 252 SpA / 12 Spe
Modest Nature
- Nature's Madness
- Hydro Pump
- Moonblast
- Calm mind/Taunt

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Power Gem
- Sludge Wave
- Grass Knot
- Psychic
 
Hi, I've been trying to build a team for a while now. I want to play battle spot singles. I've been using the official smogon website builds. All those builds are super complex. Every build needs a HA or some random move that you can't even get on that Pokémon. So I need some help tweaking my team.

Tyranitar @ ?
Ability: sand stream
Evs /?/?/?/
Nature:?
-stealth rock
-?
-?
-?


Garchomp @ yacht berry
Ability: rough skin
EVs: 252 Atk/252 Spe/4 Hp
Nature: jolly
-sword dance
-earthquake
-outrage
-poison jab


Swampert @ leftovers
Ability:torrent
EVs: 252 Hp/ 252 Def / 4 SpD
Nature: Relaxed
-ice beam
-scald
-earthquake
-?

I switched out Lucario for Tyranitar but I haven't come up with a moveset. I also thought about keeping Lucario and adding a Mantine. I thought about a Starmi. I also have a 5 IV houndour


Houndour
Ability: flash fire
Nature: jolly
-destiny bond
-sucker punch
-thunder fang
-fire fang

If he fits in. I would like to have him in there. I'm open to all ideas. I would love to use legendary Pokémon. I have trouble getting them .
 
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I need help finishing my first bss team.
I started around a Charizard-X Ferrothorn Tapu Fini balanced core and I added Nihilego but I have no idea how to finish this team.

Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Flare Blitz
- Earthquake/roost/dragon claw (unsure)

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Leech Seed
- Power Whip
- Gyro Ball
- Protect

Tapu Fini @ Waterium Z
Ability: Misty Surge
EVs: 244 HP / 252 SpA / 12 Spe
Modest Nature
- Nature's Madness
- Hydro Pump
- Moonblast
- Calm mind/Taunt

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Power Gem
- Sludge Wave
- Grass Knot
- Psychic
You definitely need some more tools versus Ground-type attacks.
Try to add one of these:
@ Rocky Helmet
Ability: Beast Boost
Level: 50
EVs: 244 HP / 252 Def / 12 SpD
Relaxed Nature
- Heavy Slam
- Flamethrower
- Leech Seed
- Iron Defense / Protect / Earthquake

@ Sitrus Berry / Rocky Helmet
Ability: Pressure
Level: 50
EVs: 252 HP / 236 Def / 20 Spe
Timid Nature
- Thunderbolt / Volt Switch
- Heat Wave
- Hidden Power [Ice] / Toxic
- Roost

then imo add a secondary mega, such as Mega Salamence that is usually a great partner for the mons that make team with CharY (such as your Ferrothorn, Nihilego and Fini.)


@ Salamencite
Ability: Aerilate
Level: 50
EVs: 4 HP / 236 Atk / 4 Def / 12 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Return
- Earthquake
- Roost
 
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Hey all, with the release of Swampertite, Blazikenite and Sceptilite, I thought of rebuilding a a Rain Team with M-Swampert, which is a pokemon I love.
And thanks to the new MegaEvolution mechanics, it should check Swift Swim from M-Swampert at the start of the turn, if I'm not mistaken.

Needing of other 2 pokemons to complete the team for Battle Spot Doubles:

Swampert @ Swampertite
Ability: Damp
EVs: 108 HP / 252 Atk / 148 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Protect

Just a standard Swampert, I didn't do any calcs yet on the speed (I used to play a 4/252/252 spread in ORAS).

Pelipper @ Focus Sash
Ability: Drizzle
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Hurricane
- Brine
- Tailwind
- Protect

Just a standard set from VGC, with Brine to pick up kills on weakened foes. I chose this over Politoed as it lets Swampert fire off EQs with ease, and has access to Tailwind.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Knock Off

Intimidate support and Rock Slide spam. It provides some utility with Knock Off, against annoying pokemons like Cresselia with Lefties, Porygon2 with Eviolite, and such.

Tapu Koko @ Air Balloon
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunder
- Dazzling Gleam
- Volt Switch
- Protect

Tapu Koko can fire off strong Thunders and with Volt Switch it can easily help Lando-T get more intimidates, or free weather resets with Pelipper in the back.
I went with Air Balloon, as my main attacker has EQ.

Any ideas on what I could use as fifth and sixth pokemon? I think I need a way to counter grass pokemons, and probably a Taunt user (or give it to Koko), to block Trick Room.
Is it worth running a second swift swim sweeper like Ludicolo or Kingdra, with their respective Z-Moves?

Thanks :)
 
Hey all, with the release of Swampertite, Blazikenite and Sceptilite, I thought of rebuilding a a Rain Team with M-Swampert, which is a pokemon I love.
And thanks to the new MegaEvolution mechanics, it should check Swift Swim from M-Swampert at the start of the turn, if I'm not mistaken.

Needing of other 2 pokemons to complete the team for Battle Spot Doubles:
Swampert @ Swampertite
Ability: Damp
EVs: 108 HP / 252 Atk / 148 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Protect

Just a standard Swampert, I didn't do any calcs yet on the speed (I used to play a 4/252/252 spread in ORAS).

Pelipper @ Focus Sash
Ability: Drizzle
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Hurricane
- Brine
- Tailwind
- Protect

Just a standard set from VGC, with Brine to pick up kills on weakened foes. I chose this over Politoed as it lets Swampert fire off EQs with ease, and has access to Tailwind.

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Knock Off

Intimidate support and Rock Slide spam. It provides some utility with Knock Off, against annoying pokemons like Cresselia with Lefties, Porygon2 with Eviolite, and such.

Tapu Koko @ Air Balloon
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunder
- Dazzling Gleam
- Volt Switch
- Protect

Tapu Koko can fire off strong Thunders and with Volt Switch it can easily help Lando-T get more intimidates, or free weather resets with Pelipper in the back.
I went with Air Balloon, as my main attacker has EQ.

Any ideas on what I could use as fifth and sixth pokemon? I think I need a way to counter grass pokemons, and probably a Taunt user (or give it to Koko), to block Trick Room.
Is it worth running a second swift swim sweeper like Ludicolo or Kingdra, with their respective Z-Moves?

Thanks :)
Mega Venusaur and Ferrothorn cream everything, Venusaur has has some threat in Pelipper but rainy bird isn't good at living long enough.
It might sound bizzarre but Soak handles it pretty well, you remove STABs while giving your Koko a dirty smirk.
Oh, and Freeze-Dry Alola Ninetales, basic bane of any Rain squad.

SO, comrade, try Kartana. AV might work if you want to keep Sash on rainburd:

Kartana @ Assault Vest
Jolly, 92 HP, 164 Sp. Def, 252 Speed
Ability: Beast Boost

- Leaf Blade
- Smart Strike
- Sacred Sword
- Psycho Cut

The spread is the VGC17 set, but should work just fine. STABs are obvious, coverage moves nail Ferro and Venusaur, among other things such as Virizion and opposing Kartana. Also covers your butt on Ninetales. Team already solidly covers Kartana's weak spots. Helps a bit against Koko, not that Swampy or Landog care. AV / Rain help ease fears of random HP Fire and dem Flamethrower Muk.

Koko almost always wants Thunderbolt, because if you lose weather for a mere turn its pretty fucked with a 50/50 shot on Thunder and Pelliper is gravely disadvantaged at keeping Weather up. TTar, Char-Y, and Ninetales-A all have heavy hits against it and Sun makes Pelipper so useless its not even funny.

After that you have no resists to Ice or Ghost, which is rough on Landog. Ghost is basically impossible to cover these days, so I tend not to worry too much about the almighty coverage of Aegislash / Mimikyu.
Trick Room is of course a pain, but you can always drop Araquanid in there for it - few things are more horrifying than Araquanid in TR and Rain. Levitate Bronzong is great at turning TR off too. Slowbro is funny, takes advantage of Terrains, turns off TR, and can bomb Ferrothorn / Venusaur with Flamethrower and Psychic depending on sets.

Standard Araquanid is probably funniest option. But seriously Kartana should be a grand #5 at least.
 
Mega Venusaur and Ferrothorn cream everything, Venusaur has has some threat in Pelipper but rainy bird isn't good at living long enough.
It might sound bizzarre but Soak handles it pretty well, you remove STABs while giving your Koko a dirty smirk.
Oh, and Freeze-Dry Alola Ninetales, basic bane of any Rain squad.

SO, comrade, try Kartana. AV might work if you want to keep Sash on rainburd:

Kartana @ Assault Vest
Jolly, 92 HP, 164 Sp. Def, 252 Speed
Ability: Beast Boost

- Leaf Blade
- Smart Strike
- Sacred Sword
- Psycho Cut

The spread is the VGC17 set, but should work just fine. STABs are obvious, coverage moves nail Ferro and Venusaur, among other things such as Virizion and opposing Kartana. Also covers your butt on Ninetales. Team already solidly covers Kartana's weak spots. Helps a bit against Koko, not that Swampy or Landog care. AV / Rain help ease fears of random HP Fire and dem Flamethrower Muk.

Koko almost always wants Thunderbolt, because if you lose weather for a mere turn its pretty fucked with a 50/50 shot on Thunder and Pelliper is gravely disadvantaged at keeping Weather up. TTar, Char-Y, and Ninetales-A all have heavy hits against it and Sun makes Pelipper so useless its not even funny.

After that you have no resists to Ice or Ghost, which is rough on Landog. Ghost is basically impossible to cover these days, so I tend not to worry too much about the almighty coverage of Aegislash / Mimikyu.
Trick Room is of course a pain, but you can always drop Araquanid in there for it - few things are more horrifying than Araquanid in TR and Rain. Levitate Bronzong is great at turning TR off too. Slowbro is funny, takes advantage of Terrains, turns off TR, and can bomb Ferrothorn / Venusaur with Flamethrower and Psychic depending on sets.

Standard Araquanid is probably funniest option. But seriously Kartana should be a grand #5 at least.
Thanks for the input!

So:

Tapu Koko @ Air Balloon
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Protect

Kartana @ Assault Vest
Jolly, 92 HP, 164 Sp. Def, 252 Speed
Ability: Beast Boost

- Leaf Blade
- Smart Strike
- Sacred Sword
- Psycho Cut (didn't know this existed, lol)

Would Cresselia make any sense as a sixth pokemon? Turns off TR, Icy Wind/Twave can give some speed control in case TW doesn't go up or something bad happens, and eventually it can Helping Hand on EQ-spam or other strong moves.

Something like that:

Cresselia @ Sitrus Berry / Leftovers
Relaxed
252 HP / 252 Def / 4 SpD (or more SpD investement and lesser Def)
Psychic
Trick Room
Helping Hand
Ice Beam / Icy Wind (I already have M-Swampert with Ice Punch, but probably extra coverage won't hurt)
 
Thanks for the input!

So:

Tapu Koko @ Air Balloon
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Protect

Kartana @ Assault Vest
Jolly, 92 HP, 164 Sp. Def, 252 Speed
Ability: Beast Boost

- Leaf Blade
- Smart Strike
- Sacred Sword
- Psycho Cut (didn't know this existed, lol)

Would Cresselia make any sense as a sixth pokemon? Turns off TR, Icy Wind/Twave can give some speed control in case TW doesn't go up or something bad happens, and eventually it can Helping Hand on EQ-spam or other strong moves.

Something like that:

Cresselia @ Sitrus Berry / Leftovers
Relaxed
252 HP / 252 Def / 4 SpD (or more SpD investement and lesser Def)
Psychic
Trick Room
Helping Hand
Ice Beam / Icy Wind (I already have M-Swampert with Ice Punch, but probably extra coverage won't hurt)
I don't see anything wrong with Cress, so why not? :P
Lemme dig up my old set:

Cresselia @ Sitrus Berry
Calm, 252 HP, 188 Def, 4 Sp. Atk, 4 Sp. Def, 60 Speed
Ability: Levitate

- Psychic
- Trick Room
- Helping Hand
- Icy Wind

Outruns Jolly Garchomp and the vast 100 Base Speed crowd after 1 Icy Wind, after that she's just fat and annoying.
 
i am dying more often that i used to from random things, especially the honen megas. I am having a hard time finding out what i need to do.

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 4 Def / 252 SpA 252 HP / 252 Atk / 4 SpD (why did the ev spreads change on me)
Adamant Nature
- King's Shield
- Shadow Sneak
- Iron Head
- Swords Dance
Iron head is used over sacred sword to kill tapus.


Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Roost
- Return
- Earthquake
- Dragon Dance

Greninja @ Waterium Z
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Dark Pulse
- Water Shuriken
Waterium Z is used to bypass protect from blaziken, OHKO charizard-X, and remove half of porygon2's health. Water shuriken is used to break sashes, and kill weakened threats (and blaziken)

Pheromosa @ Focus Sash
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 16 SpA / 236 Spe
Lonely Nature
- Jump Kick
- Lunge
- Poison Jab
- Ice Beam
236 speed EVs are used because any more is unnesesary. Pheromosa may seem like a duplicate of greninja, but it has multiple specific targets (porygon2, tapus). Jump kick is used over HJK because I kept on getting haxed with HJK.

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Volt Switch/U-turn (still can't decide)
- Taunt

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Flame Charge
- Flamethrower
- Solar Beam
- Air Slash
I am using charizard-Y to stop rain teams
 
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cant say

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i am dying more often that i used to from random things, especially the honen megas. I am having a hard time finding out what i need to do.

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 4 Def / 252 SpA
Adamant Nature
- King's Shield
- Shadow Sneak
- Iron Head
- Swords Dance
Iron head is used over sacred sword to kill tapus.


Salamence-Mega @ Salamencite
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Roost
- Return
- Earthquake
- Dragon Dance

Greninja @ Waterium Z
Ability: Protean
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Dark Pulse
- Water Shuriken
Waterium Z is used to bypass protect from blaziken, OHKO charizard-X, and remove half of porygon2's health. Water shuriken is used to break sashes, and kill weakened threats (and blaziken)

Pheromosa @ Focus Sash
Ability: Beast Boost
EVs: 4 HP / 252 Atk / 16 SpA / 236 Spe
Lonely Nature
- Jump Kick
- Lunge
- Poison Jab
- Ice Beam
236 speed EVs are used because any more is unnesesary. Pheromosa may seem like a duplicate of greninja, but it has multiple specific targets (porygon2, tapus). Jump kick is used over HJK because I kept on getting haxed with HJK.

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Volt Switch/U-turn (still can't decide)
- Taunt

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Flame Charge
- Flamethrower
- Solar Beam
- Air Slash
I am using charizard-Y to stop rain teams
There are a number of things wrong with this team that could just be optimised before even worrying about the Hoenn megas.

4 Def on Aegislash should be moved to SpD so that Download Porygon2 gets an attack boost instead. +1 SpA P2 often beats Aegislash that lack Sacred Sword. I'm also not a fan of Swords Dance on Weakness Policy sets since it feels like overkill. Either drop Swords Dance for Sacred Sword, or use another item (there's heaps of options).

I'm really not a fan of Return on Salamence, only exception is on the SubToxic sets because you don't want to be chipping away at your health with Double-Edge (but people still use DE on those sets to pick off stuff after fewer turns of Toxic). I would swap it for Double-Edge, and maybe even swap Roost for Fire Blast, since being able to beat Ferrothorn etc. without having to pick Charizard Y is good.

There is literally no viable reason to use Jump Kick over HJK. Ever. Use High Jump Kick. Lunge is also bad on Phero, just use U-turn.

I'm sorry but Magnet is such a stupid item choice on Koko. The biggest problem with Koko is it's lacklustre SpA stat, which isn't really noticeable when spamming electric moves, but when you want to use Dazzling Gleam you'll find it's really weak. Use Life Orb. I personally prefer U-turn to Volt Switch on Koko because you don't want to give momentum to Ground-types, and your team looks like it struggles with them a lot (what beats Mamoswine here..? I don't think Greninja is super reliable). Grass Knot might also be a good option over Taunt.

Air Slash is terrible on Zard, it hits nothing relevant harder than Flamethrower. The best thing about Flame Charge is that it then allows you to outspeed Scarf Landorus-T, non-Scarf Garchomp, and Mega Salamence, and bop them with Hidden Power Ice. So use that.

Now I want to know; how do you beat Mimikyu, Tapu Lele, and Tapu Koko? These are three of the most used mons in the whole format, but i'm struggling to figure it a gameplan against them with this team. The team looks far too offensive, you have nothing to pivot into and gain momentum. With super offensive teams like this you have to either kill what's in front of you or sack something to get into a decent matchup. Since Greninja and Pheromosa are so similar in use, I would advise switching one of them to either Porygon2 or Ferrothorn. However this doesn't improve your matchup against Blaziken, so Tapu Fini / Primarina is also an option. I guess if you replace Greninja go for Fini, and if you replace Phero go for P2 / Ferro.

edit: lol nelson I didn't even notice that. I hope it was a typo on their end
 
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There are a number of things wrong with this team that could just be optimised before even worrying about the Hoenn megas.

4 Def on Aegislash should be moved to SpD so that Download Porygon2 gets an attack boost instead. +1 SpA P2 often beats Aegislash that lack Sacred Sword. I'm also not a fan of Swords Dance on Weakness Policy sets since it feels like overkill. Either drop Swords Dance for Sacred Sword, or use another item (there's heaps of options).

I'm really not a fan of Return on Salamence, only exception is on the SubToxic sets because you don't want to be chipping away at your health with Double-Edge (but people still use DE on those sets to pick off stuff after fewer turns of Toxic). I would swap it for Double-Edge, and maybe even swap Roost for Fire Blast, since being able to beat Ferrothorn etc. without having to pick Charizard Y is good.

There is literally no viable reason to use Jump Kick over HJK. Ever. Use High Jump Kick. Lunge is also bad on Phero, just use U-turn.

I'm sorry but Magnet is such a stupid item choice on Koko. The biggest problem with Koko is it's lacklustre SpA stat, which isn't really noticeable when spamming electric moves, but when you want to use Dazzling Gleam you'll find it's really weak. Use Life Orb. I personally prefer U-turn to Volt Switch on Koko because you don't want to give momentum to Ground-types, and your team looks like it struggles with them a lot (what beats Mamoswine here..? I don't think Greninja is super reliable). Grass Knot might also be a good option over Taunt.

Air Slash is terrible on Zard, it hits nothing relevant harder than Flamethrower. The best thing about Flame Charge is that it then allows you to outspeed Scarf Landorus-T, non-Scarf Garchomp, and Mega Salamence, and bop them with Hidden Power Ice. So use that.

Now I want to know; how do you beat Mimikyu, Tapu Lele, and Tapu Koko? These are three of the most used mons in the whole format, but i'm struggling to figure it a gameplan against them with this team. The team looks far too offensive, you have nothing to pivot into and gain momentum. With super offensive teams like this you have to either kill what's in front of you or sack something to get into a decent matchup. Since Greninja and Pheromosa are so similar in use, I would advise switching one of them to either Porygon2 or Ferrothorn. However this doesn't improve your matchup against Blaziken, so Tapu Fini / Primarina is also an option. I guess if you replace Greninja go for Fini, and if you replace Phero go for P2 / Ferro.
I'd add to that that the Aegislash EV spread doesn't match the Aegislash moveset.
 
cant say

The aegislah EV spread somehow changed on me (it was supposed to be 252 HP/ 252 Atk/ 4 SpD). Weakness policy and swords dance allows me to get to +4 in one turn and priority-"sweep" the opponent

I have return over DE because i am not a fan of the recoil, and I have never had a time where the damage boost from DE is necessary. I really dont like the idea of going mixed because it is hard to choose EVs, and it sacrifices the ability to survive some moonblasts/dazzling gleams

I am running JK over HJK because i was getting way too annoyed with the hax i got from the less accuracy (and multiple other types of hax)

Greninja is actually very reliable when it comes to mamoswine

Taunt is used on koko to stop BP teams and the stall that everybody hates

Air slash is used to stop blaziken that somehow are not killed by greninja (sometimes happens, but not often) and for rain teams to kill a predicted switch into pelliper/politoad

Phereomosa is on the team because it stops koko, lele, annoyingon2, and it usually works when the opponent's lead is unpredictable (koko and landourus-t)
Mimikyu is not really a problem, and i think it is very easy to defeat (Mega salamence eats mimikyu for dinner, almost every single one i see uses swords dance when i am using mega salamence, and they lose because they wasted a turn. If they use play rough, it does not do enough damage to KO salamence without crit hax)

What do people even mean by momentum and piovots?? (I get annoyed when people use strange terminology that they do not bother to define)

I have an offensive playstyle, and I really don't do well (and don't like) with defensive things. I have tried using them many times, and they all did not work very well.

The things i normally have problems with are rain teams (it would be nice if there were no honnen megas), hax, and the stall that everybody hates
 
What do people even mean by momentum and piovots?? (I get annoyed when people use strange terminology that they do not bother to define)
tbh those terms are extremely common and well-understood in the competitive pokémon community, like extraordinarily so, to the point that it's kind of implicitly assumed that someone who wishes to actually participate in a competitive battling setting will understand what is meant by those terms (and others), because it is inane to expect people to go out of their way to define a common term literally every single time they use it because the possibility exists that the person reading won't recognize it, despite the fact that, as mentioned before, terms like this are extremely commonplace in the competitive battling setting.

Not to mention that there's a ton of resources here and I'm sure you could find information on them if you looked around the website briefly

Like this definition of "pivot" from the D/P dictionary (although the meaning hasn't changed):

Pivot (Defensive / Offensive)
A pivot is a Pokemon that is generally only used for switching. Due to good defensive stats and a solid defensive typing, they can usually take little damage as they switch in, and the opposing switch they force allows the player to switch again safely to another Pokemon. An offensive pivot will force a switch by threatening KO on the opponent, thus obtaining momentum, whereas a defensive pivot will be difficult to break past, and thus will slow the opponent's momentum.

And this article on momentum: http://www.smogon.com/smog/issue43/momentum-in-vgc
 

cant say

twitch.tv/jakecantsay
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cant say

The aegislah EV spread somehow changed on me (it was supposed to be 252 HP/ 252 Atk/ 4 SpD). Weakness policy and swords dance allows me to get to +4 in one turn and priority-"sweep" the opponent

I have return over DE because i am not a fan of the recoil, and I have never had a time where the damage boost from DE is necessary. I really dont like the idea of going mixed because it is hard to choose EVs, and it sacrifices the ability to survive some moonblasts/dazzling gleams

I am running JK over HJK because i was getting way too annoyed with the hax i got from the less accuracy (and multiple other types of hax)

Greninja is actually very reliable when it comes to mamoswine

Taunt is used on koko to stop BP teams and the stall that everybody hates

Air slash is used to stop blaziken that somehow are not killed by greninja (sometimes happens, but not often) and for rain teams to kill a predicted switch into pelliper/politoad

Phereomosa is on the team because it stops koko, lele, annoyingon2, and it usually works when the opponent's lead is unpredictable (koko and landourus-t)
Mimikyu is not really a problem, and i think it is very easy to defeat (Mega salamence eats mimikyu for dinner, almost every single one i see uses swords dance when i am using mega salamence, and they lose because they wasted a turn. If they use play rough, it does not do enough damage to KO salamence without crit hax)

What do people even mean by momentum and piovots?? (I get annoyed when people use strange terminology that they do not bother to define)

I have an offensive playstyle, and I really don't do well (and don't like) with defensive things. I have tried using them many times, and they all did not work very well.

The things i normally have problems with are rain teams (it would be nice if there were no honnen megas), hax, and the stall that everybody hates
So it looks like you've decided to explain why you're using all the things I've suggested you replace. Does that mean you are unwilling to try any of my suggestions? Because honestly, all those things you want to use are bad. Why post in a teambuilding help thread if you are not interested in giving things a shot and instead argue against everything? Is there anything about the team that you are willing to change? Because I made suggestions for literally everything.

It's fine that you like to use more offensive Pokemon, but you cannot build a successful team with only offensive Pokemon. I too prefer offensive teams, but you also need some bulk to back them up, otherwise you have literal no way of switching around. What happens when you get a lead matchup wrong? Do you just fire off an attack before being KOed or do you switch into something that takes way too much damage?

If anything, please do not use Jump Kick on Pheromosa. Just man up and use High Jump Kick, or at the very least Low Kick.
 
i explained it because some of the changes you suggested would add many threats

(also, look at the big red text below this)
 

cant say

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i explained it because some of the changes you suggested would add many threats

(also, look at the big red text below this)
You didn't mention any of the new threats when explaining your last post, you explained why you were using them in the first place. Could you please list the things that threaten my version of the team? I'll concede that removing Taunt makes your Ninetales / Eevee matchup worse (which I said in my original post anyway), but Taunt Koko is not a viable answer to Stall.

Pheromosa is not an answer to Koko and Lele. Poison Jab doesn't OHKO either of them and if your Sash is broken then you auto-lose. My suggestion of Porygon2 does actually remedy this though. So your rebuttal makes no sense there.

Greninja beats most Mamo in a 1v1 situation, yeah. But you have no switches for it, what do you normally do when you find your Tapu Koko facing a mamoswine? Just Dazzling Gleam it and get KOed in return, and then aim to revenge the Mamo with Gren? Or switch Greninja into an Earthquake?

As for Return vs Double-Edge; are you saying there's literally never been a time where you've just barely missed a KO with Return? In this replay, Double-Edge would have picked up the KO on Milotic and allowed your Salamence to probably sweep the team. With Roost, the recoil is mostly negligible, especially when you're just OHKOing things.

You really shouldn't use Air Slash on Charizard, but if you won't replace it with Hidden Power Ice then I see little reason to run Flame Charge. You really should replace Air Slash, but with Air Slash maybe Roost, Substitute, or Overheat are better options over Flame Charge.

I really think my original suggestions are worth trying though ...

(btw, I don't see any red text. if you're referring to a signature I can't see it because they don't display on mobile. if this is referring to you not liking quoting then honestly grow up)
 
Pheromosa is not an answer to Koko and Lele. Poison Jab doesn't OHKO either of them and if your Sash is broken then you auto-lose. My suggestion of Porygon2 does actually remedy this though. So your rebuttal makes no sense there.
While I agree the Pheromosa is not an answer to these mons, a LO Naive Pheromosa will have a better matchup versus many Koko and Lele sets and OHKO them, barring some exceptions. Naive LO Phero will be beat by scarf Koko and Timid scarf Lele (not nearly as common as Modest scarf Lele), those with focus sash intact (can be broken by early game u-turn), and I guess the electric seed reflect Koko set solerme posted above in this thread (also pretty uncommon). Losing Phero's sash will also make it pretty vulnerable to priority. However, looking past these negatives, LO gives this mon an immediate boost to its power helping it perform as an early game scout and late game revenge killer, two niches Pheromosa actually fills pretty well. Alugia7 I suggest you give this set a try:

LO
Naive
252 Atk / 4 Def / 252 Spe
High Jump Kick
U-turn
Ice Beam
Poison Jab

Edit: This thing has paper-thin defenses, so it might not work on your team unless you add some defensive mons that it can switch or u-turn into (going back to cant say's previous points).
 
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you have suggested replacing pheromosa, but that would make tapus worse, and make the (SO annoying)gon2 a threat, which is the primary reason why i am using phermmosa.

also, i have tried running ferro and fini before (failed)

That replay is on a broken, haxed latter. that battle should not have even started (that is the ~15th copy of a horrible battle with a annoying opponent)

(also there is the red text below the post for a reason)
 

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