[Gen6] Sample Teams for Entering the CAP Metagame

approved by jas61292
stole the idea from prem


The CAP Metagame is quite different from other metagames since it includes all previously created CAPmons. Getting into the metagame can be quite confusing since there are plenty of new and unique threats to cover, not to mention there are non-CAPmons who are more/less viable than they are in the regular OU metagame.

This thread aims to help new CAP players become familiar with the CAP metagame by providing them with a solid/decent team to use. Of course, some of the teams will be better than others, and all of them will likely need some tweaking for them to be the best teams they can be. Even so, these teams have been tested and proven to be decently effective, and are available for anyone to use if they are struggling to make a team.

To those posting teams: please include a small description of the team (what it does, playstyle, weaknesses). It doesn't need to be RMT quality, just enough to give the user an idea of how your team functions and threats to watch out for. Also, please note that this isn't an archive for old teams, so don't include a team with Deoxys-S or something. Please include a pastebin/importable of the team, including sprites is nice as well!
 
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- MediWHAM!! -
by QueenOfLuvdiscs

- Importable - Full Description -



- Trick Room Offense -
by Exclaimer

- Importable - Full Description -



- DINO-DRILL -
by heartofgold

- Importable - Full Description -


- Gems & Metals -
by SlaySlenderDragon XD

- Importable - Full Description -


- The Sandstorm Rages -
by Bionic Puppy

- Importable - Full Description -


- Volcanion VoltTurn Offense Team -
by MQJinx
- Importable - Full Description -



- Mega Crucibelle VoltTurn -
by NitrousAcid
- Importable - Full Description -



- Kerfluffle + Manaphy Bulky Offense -
by Rage.Spam.Quit
- Importable - Full Description -
 
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DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
Balanced Cawmodore Team


Cawmodore @ Sitrus Berry
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bullet Punch
- Acrobatics
- Drain Punch
- Belly Drum

Colossoil @ Assault Vest
Ability: Guts
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Earthquake
- Sucker Punch
- Knock Off
- U-turn

Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 94 HP / 252 SpA / 164 Spe
Modest Nature
- Psyshock
- Shadow Ball
- Energy Ball
- Trick

Tomohawk @ Rocky Helmet
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Stealth Rock
- Roost
- Haze
- Air Slash

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Wish
- Protect
- Scald
- Heal Bell

Charizard @ Charizardite X
Ability: Blaze
EVs: 248 HP / 148 SpD / 112 Spe
Careful Nature
- Dragon Claw
- Earthquake
- Will-O-Wisp
- Roost

AT A GLANCE

Pokemon: Tomohawk, Vaporeon, Colossoil, Gothorita, Charizard (Charizardite X), Cawmodore
Team Archetype: Bulky Offense
Key Member / Core: Cawmodore
Difficulty of Use: * * * (Normal)

TEAM STRATEGY

The entire point of this team is to eliminate counters and weaken checks for a potential Cawmodore sweep either mid-game or late-game. The player using this team should focus on using the first five Pokemon in the party first and foremost throughout the match, saving Cawmodore for the absolute perfect time to set up a Belly Drum and sweep. The combination of U-Turn Colossoil and Shadow Tag Gothitelle is used to lure in and trap Pokemon such as Tomohawk and Arghonaut who would otherwise stop a Cawmodore sweep. Bulky Charizard X, Tomohawk and Vaporeon act as bulky supporters and status spreaders that rack up residual damage and hazard damage throughout the match, weakening opponents enough for +6 Bullet Punch or Acrobatics to KO. All three use and abuse healing moves as well, making their removal from the match a pain. This is a very basic, yet effective, example of how to set up a "win condition" in CAP through team synergy and a powerful late-game sweeper.

CHECKS AND COUNTERS
- Mega Gardevoir: The team doesn't really have an answer to Mega Gardevoir, and has to rely on keeping it out of the field of play long enough for Cawmodore to set up a Belly Drum.
- Sylveon and Clefable: Similar to Mega Gardevoir, bulky Fairy-types also tend to do well against this team. You have to rely on keeping them off the field long enough for Cawmodore to set up.
- Mega Pinsir: Mega Pinsir is both fast and powerful, with access to STAB Flying attacks to plow through the team after a Swords Dance. However, can't set up on a ton of Pokemon outside of Colossoil.
- Hazards: The current team does not feature a hazard remover, so Stealth Rock can put a damper on the overall effectiveness of the team. You can remedy this by replacing U-Turn on Colossoil with Rapid Spin, but doing so results in losing an excellent luring tool.
 

Tadasuke

Tuh-dah-skay
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Mega-Pinsir Balanced Offense

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 48 Atk / 252 SpA / 208 Spe
Rash Nature
- Knock Off
- Superpower
- Earth Power
- Psychic

Pinsir @ Pinsirite
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Quick Attack
- Return
- Earthquake

Cyclohm @ Leftovers
Ability: Shield Dust
EVs: 60 HP / 252 Def / 196 SpA
Bold Nature
- Slack Off
- Thunderbolt
- Flamethrower
- Dragon Pulse

Colossoil @ Assault Vest
Ability: Rebound
EVs: 72 HP / 252 Atk / 184 SpD
Adamant Nature
- Earthquake
- Knock Off
- Sucker Punch
- Rapid Spin

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Roar
- Protect

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Ice]


AT A GLANCE

Pokemon: Landorus, Mega-Pinsir, Cyclohm, Colossoil, Heatran, Keldeo
Team Archetype: Balanced Offense
Key Members / Cores: Mega-Pinsir
Difficulty Of Use: * * (Moderately Easy)

TEAM STRATEGY

Since the inception of the XY CAP Metagame, it has become brazenly apparent that the way we perceive offense has changed. In a broad sense, we went from weather based teams forcing the game to be won by whomever sent out their Politoed or Ninetales last, to having games one by whomever could click Brave Bird the most. With this change in events, a very powerful form of attacking has come about in the form of Flying spam. The key to this team is to remove any and all threats Mega-Pinsir, then abuse this strategy until you reduce your opponent's Life Points to zero...I mean win. Landorus and Keldeo serve as offensive checks to the bulky Pokemon that wall Mega-Pinsir, such as Cyclohm, Rotom-W, and Heatran. The defensive core, Cyclohm and Heatran, serve the purpose of walling any offensive checks to Pinsir, while also keeping common CAP threats at bay. Lastly, a specially bulky Colossoil, my personal set, offers up its ability to Rapid Spin away any Stealth Rocks or other hazards that would limit the team in any way, while also being able to bounce any status moves back at the opponent. A few things to keep in mind with this team are that every Pokemon has a specific role to fill, so letting one faint unnecessarily will cost you in the long run, and that it is absolutely crucial to remove any and all threats to Mega-Pinsir before attempting to have him perform a sweep.

CHECKS AND COUNTERS

-Landorus: This is one Pokemon that doesn't have very many useful counters in this metagame. The only way to stop this is to either outpredict your opponent, or to have Pinsir set up before it can come in.
-Thundurus: The mixed or Defiant variants will dent the team if you don't have the right Pokemon in.
-Aurumoth: Fucking Illusion. That's all.
-Stealth Rocks: These severely inhibit Pinsir's ability to perform a sweep, especially if the opponent has any sort of priority moves to hit Pinsir with. Keep Colossoil alive at all costs if the opponent has a Stealth Rock setter.
-Sashed Glass Cannons: Syclant and Stratagem being fine examples, these will take any one hit, and potentially OHKO whatever Pokemon is in on them.
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Since this thread went up, I really want submit something, however, I've realize that mos of my teams are probably not something good for people entering the metagame, since they rely on niche counters, lures, and difficult strategies. However, I do have one that I think would be good to share:

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 212 HP / 252 SpA / 44 Spe
Rash Nature
- Fusion Bolt
- Ice Beam
- Earth Power
- Roost

Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Thunderbolt
- Thunder Wave
- Superpower
- Knock Off

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Shadow Ball
- Shadow Sneak
- Sacred Sword
- King's Shield

Tomohawk @ Life Orb
Ability: Prankster
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
- Aura Sphere
- Hurricane
- Nature Power
- Roost

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Surf
- Defog


I guess you would describe this as another balanced offense team, though, to be honest I never really think about the style while building.

This team is actually quite easy to use, and is very straight forwards. It doesn't aim to set up any individual Pokemon or stall out for a win condition or anything. Its all about getting smart matchups and wearing down the opponent with strong attacks. Black Kyurem and Aegislash are the perfect examples of this, as only the absolute strongest of walls can withstand them for long with the mixed power they possesses. Latios falls into a similar niche thanks to Psyshock hitting the opponents Defense, but the addition of Defog adds significant utility since Kyurem especially does not want to be switching into hazards more than necessary. Thundurus is offensive check to various types of threats. While its actual offensive presence is limited to mostly just Thunderbolt, it has priority Thunder Wave to shut down a runaway sweeper, and Knock Off to cripple walls, especially Chansey, who is easily finished off by Superpower. Tomohawk is an unusual sweeper, but a very good one at that. Its good bulk, accompanied by Priority Roost makes it hard to wear down, even with a Life Orb, and Prankster Nature Power gives it one of the best priority attacks in the game. With its typing giving it many easy switch in opportunities, it can easily spread damage on the opponents team. Finally, Rotom is the one real defensive Pokemon here, deigned to take on Talonflame and set up Cawmodore with impunity. The ability to burn also makes it a good all purpose check to many physical attackers.

While this team can take on most individual Pokemon fairly well, it does have a bit of issue with Chansey. Aegislash can wall it utterly, and Latios and Kyurem can threaten it, but they all lack the strength to break it outright. As such, this team relies a lot on Thundurus to take care of it. Its Thunderbolt is very strong, so it is likely to draw in Chansey, allowing it to Knock Off its Eviolite. However, until that happens, Chansey can prove to be an issue to this team.
 
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HeaLnDeaL

Let's Keep Fighting
is an Artistis a Forum Moderator Alumnusis a CAP Contributor Alumnus
Why have the weird IVs on Thundurus if he doesn't have hidden power? Other than that, looks like a good starter team.
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
I have no idea why those IVs are there, lol. I'm guessing I used to have HP on it, but changed it. I'll fix it.
 

HeaLnDeaL

Let's Keep Fighting
is an Artistis a Forum Moderator Alumnusis a CAP Contributor Alumnus
Alright, I indicated that I'd be posting this team here as well at some point, and now the time has come.


Bulky Offense + Wish Support

Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
IVs: 0 SpA
- Earthquake
- Knock Off
- U-turn
- Stone Edge

Scizor @ Scizorite
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
IVs: 0 SpA
- Bullet Punch
- Defog
- Roost
- Bug Bite

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 0 SpA
- Wish
- Protect
- Heal Bell
- Toxic

Alomomola @ Leftovers
Ability: Regenerator
EVs: 232 HP / 252 Def / 24 SpD
Impish Nature
IVs: 0 SpA
- Wish
- Protect
- Knock Off
- Toxic

Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Calm Mind

Mollux @ Choice Scarf
Ability: Dry Skin
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Eruption
- Lava Plume
- Sludge Wave
- Thunderbolt



AT A GLANCE

Pokemon: Landorus-T, Mega Scizor, Chansey, Alomomola, Sylveon, Mollux
Team Archetype: BOWS; somewhere between balanced offense and pure stall
Key Members / Cores: Each member synergizes with each other in multiple ways, and all are equally important in the average match
Difficulty Of Use: * * * *(A bit above average)

TEAM STRATEGY

This team isn't always going to net you the fastest victory, but it can be thought of as an introductory team to the CAP meta because it relies only on a single CAPmon team member, so the basic premise of how to successfully use the other 5 team members shouldn't be hard to grasp at all for anyone familiar with the OU environment. The team is also somewhat of a "pre-stall" team, as it is a more ladderable version of pure stall teams because of the offensive power it carries but it does at the same time give a taste of what it is like to use stall. On the lower ladder, this team has won me matches in anywhere from 10 to 40 turns, which is pretty manageable. In the higher ladder and in tournament play though, it may take upwards of 200 turns before a winner can be decided (though the average is probably closer to 60-70 turns). So, if you want to immediately ladder while getting a feel for how a stallish team can work, I think this team should provide a good starting point.

BOWS essentially works by stacking multiple high HP Wish users alongside hard-hitting attackers that can still tank hits in their own right. I’d also like to highlight the typing synergy of the team as a whole. Especially when Wish passing and switching so much, having no shared weaknesses throughout the team is very helpful. Overall, the team just really adapts to whatever the opponent is using. If against a more balanced or offensive team, this team really doesn't play that slowly and Landorus-T, Scizor, Mollux, and even Sylveon can go on the offensive from the get go if truly needed. Similarly, if against a stall team this team can also adapt and can sustain itself over a long period of time.

As a note, if the opponent has a Cawmodore, keeping Mollux alive and at full health is really important until Cawmodore comes out on the field. Usually, once the Captain bird comes in it will Belly Drum, which gives Mollux a free turn to switch in and it will outspeed next turn due to is scarf (Mollux doesn't fear a +6 bullet punch too much, but needs to be mostly healthy just in case). Even if it switches into a +0 acrobatics, Mollux will tank the hit quite well.

CHECKS AND COUNTERS

This particular team struggles against Skarmory + Heatran duos, as Landorus-T wants to get in and KO Heatran but can't get past Skarm first. Similarly, Mollux wants to KO Skarmory but can't get past Heatran. The best way past this is to Knock Off Heatran's leftovers (usually with Alomomolo) and then do chip damage throughout the match.




Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
IVs: 0 SpA
- Earthquake
- Knock Off
- U-turn
- Stone Edge

Assault Vest + Max Attack Landorus is one of the very best examples of a Bulky Offensive Pokémon, in my opinion. If I don’t foresee any ice of water-STAB attacks, then he’s usually a good lead. Knock off helps cripple a number of things switching into him. U-turn provides a nice switch out against slow threats, and deals super effective damage against Colossoil and Tyranitar. Earthquake is mandatory for STAB, and will deal impressive damage against things that don’t resist it. Stone Edge is perhaps the least useful move of the bunch, and it primarily serves to hit Flying-types, and is also the greatest damaging move Landorus has for Tomohawk.


Scizor @ Scizorite
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
IVs: 0 SpA
- Bullet Punch
- Defog
- Roost
- Bug Bite

Mega Scizor covers Landorus-T’s ice weakness quite well. Aside from that, Scizor provides great utility as a Defogger, which its teammates appreciate. Bullet Punch hits fast and hard with Technician, and Bug Bite provides a second STAB and a way to hit Psychic and Dark types (and a niche benefit of eating Sitrus Berries for Cawmodores switching in). Roost is for general longevity, and it eases the burden by the Wish passers at times. Scizor struggles the most against Heatran, however, as he can’t clear hazards with him on the field and can’t threaten him offensively at all.


Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 0 SpA
- Wish
- Protect
- Heal Bell
- Toxic

This Chansey is total Taunt bait, and if you want to avoid being this way you could swap out Toxic for Seismic toss. However, as it stands now I prefer to try to toxic common taunters, such as Tomohawk, as they attempt to switch into Chansey. Wish provides massive recovery for teammates, and Heal Bell is vital in removing status effects. Protect just has great synergy with this moveset, and between my Wish passers working together, they have enough protects to stall out a Taunt user.


Alomomola @ Leftovers
Ability: Regenerator
EVs: 232 HP / 252 Def / 24 SpD
Impish Nature
IVs: 0 SpA
- Wish
- Protect
- Knock Off
- Toxic

Alomomola is pretty much the only Pokémon I trust to reliably Wish pass back to Chansey in the event that the standard cleric needs some healing of her own. The EVs here provide a good Leftovers/Stealth Rock number, all the while still providing great physical bulk. Speaking of physical bulk, Chansey greatly appreciates having such a physical wall to be paired with as a Wish passing partner. Toxic serves the same general trend as with Chansey, but Knock Off is chosen in place of Scald because it becomes crucial to knock off the items of the opponent’s defensive core to break past them. For this very reason, Alomomola has a good shot at slowly chipping away at Heatran’s health, who will fail to break through Alomomola’s bulk without a burn from a fire move or a special defense drop for Earth Power/Flash Cannon. Furthermore, in the event of Roar, Alomomola can usually send a massive Wish pass to a teammate anyway. As an ability, Regenerator is also incredibly useful and allows Alomomola to heal its teammates and itself at the same time.


Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Protect
- Calm Mind

Whereas Chansey is the special wall and Alomomola is the physical one, Sylveon is EVed in defense in order to provide mixed capabilities. Hyper Voice with Sylveon is the team’s main counter against Tomohawk. Furthermore, with the invested defense, Sylveon has potential to take out or at least severely weaken Colossoil. At the same time, its natural special bulk means that it’s a great counter to Cyclohm, too. Though its Wishes aren’t nearly as big as those from Chansey or Alomomola, it is still able to provide support for the attackers of the team and being able to heal oneself is never a bad trait either.


Mollux @ Choice Scarf
Ability: Dry Skin
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Eruption
- Lava Plume
- Sludge Wave
- Thunderbolt

Scarf Mollux is my Cawmodore counter, and a pretty good one at that. Beyond that, Mollux provides general fire support and typing synergy with the rest of the team. Keldeo is one of Landorus-T’s greatest threats, and if choice and/or lacking Hidden Power Ground it usually will have a hard team dealing with Mollux. This in particular is one of the reasons why Mollux was chosen for the team over similar scarfers such as Volkraken (not having a double electric weakness on the team is great, too). Eruption does insane damage, and with two Knock Off users on my team, it even has a good shot of taking out a weakened opposing Chansey. All of the Wish support that this team provides also allows Eruption to be much more reliable than it otherwise would be. Lava Plume is to fish for burns, and is a general go-to move if a switch is predicted and the opponent lacks any Fire-types. Sludge Wave nails some fairies pretty hard, and Thunderbolt allows Keldeo and Tomohawk to be regretting staying in if they so choose to.


Some replays:
http://replay.pokemonshowdown.com/cap-143132135
http://replay.pokemonshowdown.com/cap-142463688
 
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So I've been meaning say this for a while, but I think it's time we revamp this thread for ORAS, as the metagame has had a reasonable chance to develop since its release. Given that this thread is a resource that shows up via the !cap command on Pokemon Showdown, it's up to us as a community to keep the sample teams up to date.

With that being said, I'd like to reopen the doors for CAP teambuilders and players to go ahead and post some of their more recent teams in this thread. As always, include a quick summary of what the team does, playstyle, weaknesses, etc, and I'll be sure to include it in the Sample Teams Archive. Thanks everyone!
 

Tadasuke

Tuh-dah-skay
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Pawou, we should wait until word on the Greninja suspect before you reopen submissions. It's ridiculously metagame defining, and would honestly be on about two-thirds of the teams submitted.
 
Of course; I'm just getting the thought out there, as I figured most people weren't going to rush and post a Greninja team in the next 24 hours. As stated in the OP, this thread is not a place to retire teams from previous metagames. So with that being said, if anyone does happen to have a Greninja team that they'd like to submit, please hold off until the OU suspect vote is complete on Monday.

edit: ninja is banned, don't post teams with it
 
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I don't know what type of archetype you would call this lol, but I just going to settle for semi-stall.
Charizard X Semi-Stall

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 172 Def / 84 Spe
Bold Nature
- Spikes
- Whirlwind
- Roost
- Taunt

Charizard @ Charizardite X
Ability: Blaze
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Fire Punch
- Roost

Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Stealth Rock
- Seismic Toss
- Wish
- Soft-Boiled

Cyclohm @ Leftovers
Ability: Static
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Slack Off
- Discharge
- Heal Bell
- Fire Blast

Colossoil @ Assault Vest
Ability: Rebound
EVs: 72 HP / 252 Atk / 184 SpD
Adamant Nature
- Earthquake
- Knock Off
- Sucker Punch
- Rapid Spin

Gengar @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Destiny Bond


I'm bad at explaining stuff so bear with me. ._.

As you can see the team has a solid defensive core of Skarmory / Chansey / Cyclohm with each one being able to take hits (appropriate ones) and can heal themselves back up. Most physical attackers have a very hard time getting over that core. The first thing you want to do is get up your hazards, mainly Stealth Rocks. I often refrain from setting up more than 1 layer of spikes if my rocks aren't up or if the opponent does have a way of removing my hazards or if 4/6 of the opposing pokemon are immune. Mainly you're going to be stalling with this team, bringing colossoil when needed (getting rid of opponents hazards, predicting and bouncing back opponents hazards, knocking off Chansey's Eviolite) and keeping ZardX and Gengar out of harm's way until you get them in safely. Outside of stalling your main win condition is Charizard so getting it's checks/counters weakened or KOd is a priority. Also try to keep rocks off the field if you plan on setting up and sweeping. Gengar is your cleaner/revenge killer, so it works best mid/late game. It can potentially save you from being swept with Destiny Bond, but don't rely on it to do that 100% of the time. Colossoil can also potentially sweep late game depending on whats left.

Threats/Nuisances
  • Revenankh: This thing is annoying to deal with. Don't rely on gengar because gengar always loses 1 v 1. If you see this thing keep your Skarm alive. Wearing it down with hazards makes it easier to deal with. Don't let it set up on you.
  • Gothitelle: If this thing traps you it's going to become a problem. Nothing in your defensive core appreciates being tricked a choice item.
  • Trick Users In general: Again, nothing appreciates being tricked. However, researching what gets trick and uses it commonly is beneficial. A correct prediction can help get Charizard in, set up, and dent if not ko shit. Protip: Mollux gets trick and is a great ass lure for chansey so think twice about switching chansey in on it.
  • Mega Venusaur: This thing is just fat and is a nuisance since only charizard threatens it.
  • Jesushawk (tomohawk): It's not a problem, just annoying. Haze removes your buffs, reflect reduces damage, it can spin your hazards, baton pass for momentum, and can healing wish into a threat you spent precious time trying to whittle down. Did i forget to mention it can go offensive as well?
Other Options

  • Skarmory: You can replace Taunt with Brave Bird so A) you aren't completely useless when taunted run mental herb lol and B) you can get off some damage on stuff like venu. If you do replace Taunt you can relocate the speed evs into bulk.
  • Charizard: You can run a different ev spread to whatever you see fit or run Outrage/Flare Blitz/Earthquake for more power/hitting heatran. If you want to make the team more stally you can run Bulky WispZardX
  • Cyclohm: You can run Thunderbolt over Discharge, Flamethrower over Fire Blast, add in a DragSTAB for other Cyclohm, Hydro Pump to do more damage to Colossoil on the Switch, hit Heatran, and probably some third thing.
  • Colossoil: You can run Pursuit to punish a switch, U-turn for switch momentum, Stone Edge for coverage. You can also run Guts, but in my opinion Rebound is way better, but to each their own.
  • Gengar: You can run a various coverage move, run will o wisp, or change it to a LO set or a sub wisp set if you want something more stally.
 
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Trick Room Offense



AT A GLANCE

Pokemon: Fidgit, Azumarill, Diggersby, Heatran, Volkraken, Scizor (Mega)
Team Archetype: Hyper Offense Trick Room (HOTR (as in, hotter than any other team))
Key Members / Cores: Fidgit is the base of the team, and the rest of the team abuses his support.
Difficulty Of Use: * * * * (Moderately Difficult)

TEAM STRATEGY

This team is entirely based on the premise of Trick Room's extended duration, thanks to Fidgit's Persistent ability. Most of the rest of this team is built to abuse these 7 turns of onslaught, which can be very tough for teams to handle. The extra two turns make Trick Room a much more viable strategy in CAP than in OU.

Fidgit is a specially defensive build, because it can already live an Assault Vest adamant Colossoil with maximum HP investment. Trick Room takes the first slot, serving as the basis of the team. Rapid Spin is to ease some of the pressure that entry hazards can pose. U-Turn under Trick Room is almost always slower, allowing for a safe switchin if needed. Stealth Rock is for the all-powerful entry hazards to make hitting harder hurt more.

Azumarill and Diggersby create a very powerful physical core, typically called the Bunny Squad. Azumarill is a Belly Drum user, making her one of the best win conditions in the game, which is amplified even more so under Trick Room. Diggersby is a wallbreaker with an immense amount of power. After a Swords Dance, not even Skarmory can switch in safely, as Return can 2HKO.

Scizor is my mega of choice for this team, serving as a offensive momentum grabber with some great defensive utility, that can function well even outside of Trick Room. He also serves as a great lead, allowing a slow U-turn to grab momentum from the very beginning of the game. Bullet Punch is typical priority as well, nabbing revenge kills and checking Rock/Ice types effectively.

Heatran is the special nuke on this team, with an extremely slow, choice specs Eruption to tear through defensive cores. Hell, a max power Eruption 3HKO's Chansey for crying out loud. The other moves are often never used, simply because of the power behind Eruption and Fire Blast.

Volkraken serves as the cleaner of this team, as well as a utility check to Pokemon such as Cawmodore and Metagross. Choice Scarf is the item of choice as it will often be used to clean after Trick Room is over, with Infiltrator as the ability because I had trouble with some substitute users.

CHECKS AND COUNTERS

Naviathan: This newcomer can put the hurting on this team. With Dragon Dance, it threatens Fidgit out and can possibly set up early and take huge chunks out of the team. Calm Mind threatens to burn several members of my team, as well as resisting Volkraken and Heatran's best moves. Also, Taunt means no Trick Room.
Being outside of Trick Room: While this team has few counters inside of Trick Room and can function outside of Trick Room, this team becomes very easy to take advantage of if you cannot get Trick Room back up. Fidgit must be kept alive until you can sweep the opponent's team.
Guts Colossoil: Mega Scizor can check Assault Vest variants, but Toxic/Flame Orb variants can KO Scizor before it can do much back. Very few switch ins for it.
More that I can't think of

OPTIONS

Scizor can use Superpower instead of Swords Dance to destroy Naviathan. However, Calm Mind versions can burn you, so be careful.

Volkraken's STABS can be changed to more accurate versions, if you prefer accuracy over power.

Fidgit @ Leftovers
Ability: Persistent
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Trick Room
- Rapid Spin / Encore / Wish
- U-turn
- Stealth Rock

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Belly Drum
- Aqua Jet
- Knock Off
- Play Rough

Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- U-turn
- Bullet Punch
- Knock Off / Defog
- Roost

Volkraken @ Choice Scarf
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast / Flamethrower
- Hydro Pump / Surf
- Flash Cannon
- Destiny Bond

Diggersby @ Life Orb
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Return
- Quick Attack
- Swords Dance

Heatran @ Choice Specs
Ability: Flash Fire
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Eruption
- Fire Blast
- Earth Power
- Flash Cannon
 
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QueenOfLuvdiscs

Tier 3 Audino sub
is a Tiering Contributor Alumnus

MediWHAM!!
A Balance team by QueenOfLuvdiscs
AT A GLANCE

Pokemon: Mega Medicham / Plasmanta / Slowbro / Pyroak / Kitsunoh / Gliscor
Team Archetype: Balance
Key Members / Cores: Mega Medicham is used to break through troublesome Pokemon for Plasmanta and Gliscor to clean up late game
Difficulty Of Use: * * (Pretty simple)

TEAM STRATEGY

The team relies on the offensive synergy of MegaCham, Plasmanta and Gliscor to apply pressure on your opponent whilst the defensive core of Slowbro, Pyroak and Kitsunoh help check a lot of the current metagame. For the team to function effectively, having Medicham Mega Evolved as well as having Gliscor Toxic'd as soon as possible is vital.

Hazards aren't too important when using this team, so don't worry if you can't get them up (but they always help) as well as trying to Defog with Kitsunoh if Stealth Rock is up on your side but Spikes / Sticky Web may cause an issue, so I'd remove them.

Not a lot more to say really as the team is pretty straightforward.

CHECKS AND COUNTERS
  • Birds like Talonflame and Cawmodore can cause this team issues but as long as Slowbro + Plas are healthy you can generally deal with them with ease.
  • Colossoil can be an issue if Gliscor hasn't got it's Toxic Orb activated or Pyroak is severely weakned, but its generally not an issue
  • Mega Diancie is only an issue if Gliscor is weakened and/or no Toxic Orb activation. 252 SpA Mega Diancie Moonblast vs. 248 HP / 244+ SpD Gliscor: 159-187 (45 - 52.9%). Keeping Gliscor above this range means that it won't be an issue to you at all.

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Zen Headbutt
- Bullet Punch
- Fake Out

Plasmanta @ Black Sludge
Ability: Storm Drain
EVs: 152 HP / 240 SpA / 116 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Sludge Wave
- Thunderbolt
- Hidden Power [Fire]
- Encore

Slowbro @ Leftovers
Ability: Regenerator
EVs: 248 HP / 232 Def / 28 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Psyshock
- Slack Off
- Toxic

Pyroak @ Leftovers
Ability: Battle Armor
EVs: 208 HP / 72 Def / 228 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Synthesis
- Leech Seed

Kitsunoh @ Leftovers
Ability: Frisk
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Defog
- Will-O-Wisp
- U-turn
- Shadow Strike

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 244 SpD / 16 Spe
Careful Nature
- Swords Dance
- Knock Off
- Earthquake
- Roost
 
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DUAL TG
A bulky offense team featuring Aurumoth and Manaphy

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 156 Def / 100 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic

Aurumoth @ Life Orb
Ability: Illusion
Shiny: Yes
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
IVs: 0 Atk
- Tail Glow
- Bug Buzz
- Psychic
- Overheat

Manaphy @ Wacan Berry
Ability: Hydration
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Ice Beam
- Energy Ball

Colossoil @ Assault Vest
Ability: Guts
EVs: 252 Atk / 20 SpD / 236 Spe
Adamant Nature
- Earthquake
- Knock Off
- Rapid Spin
- U-turn

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Tailwind

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 16 Atk / 44 Def / 200 SpD
Impish Nature
- Bullet Punch
- Knock Off
- Swords Dance
- Roost
AT A GLANCE

Pokemon: Garchomp / Aurumoth / Manaphy / Colossoil / Talonflame / Mega Scizor
Team Archetype: Bulky Offense
Key Members / Core: Aurumoth + Manaphy, the two Tail Glow users
Difficulty Of Use: Moderate

TEAM STRATEGY

So the general idea behind this team is that Aurumoth, thanks to Illusion and powerful Life Orb-boosted coverage, can lure and defeat foes that threaten Manaphy, giving Manaphy the opportunity to sweep. More on that here. You can lead with Aurumoth right off the bat to try and nab a KO early-game, usually disguising it as Manaphy to lure in its checks and counters, or you can bring it in at some other point throughout the game. Colossoil does a pretty good job of keeping entry hazards off your side of the field thanks to its offensive presence and spinning capabilities, and can provide free switch-ins for Aurumoth by U-turning on the inevitable Tomohawk switch-ins. Once Aurumoth has done its thing, Manaphy is usually free to set up and attempt a sweep. Wacan Berry prevents Manaphy from being revenge killed from the likes of Krilowatt and Thundurus, or it can be used to set up on Cyclohm without breaking a sweat.

The remaining teammates are there to check many of the CAP metagame's most important threats and help weaken the opposing team. Tank Garchomp checks numerous physical attackers and gets Stealth Rock set up reliably. Bulky Mega Scizor provides the team with a check to Fairies and Syclant as well as an additional wincon thanks to SD. CB Talonflame provides the team with additional priority and generally functions as a powerful revenge killer. Tailwind is used in the last slot as a last ditch move to give Aurumoth a potential shot at sweeping rather than just wallbreaking.

The cool thing about this team is that even though many people are familiar with it by now and generally know what it does, it's still fairly difficult to play against due to Aurumoth's Illusion. Don't be afraid to switch it up and send out Manaphy early on; your opponent will be hesitant to send out their Mollux or Ferrothorn as they risk getting nuked by Aurumoth.

CHECKS AND COUNTERS
  • Volkraken is a pain to deal with. The team does have methods of dealing with it (Garchomp can live a hit from even Choice Specs Volkraken and strike back with Earthquake, Mega Scizor can Knock Off its boosting item if it tries to switch in directly, Talonflame can revenge with Brave Bird, etc) but the team really doesn't have a solid switch-in outside of Manaphy, which certainly doesn't want to be switching in repeatedly. Getting up rocks ASAP and making smart plays will prevent it from having a field day.
  • Krilowatt can also be problematic. If Mega Scizor gets weakened or KOed, Krilowatt becomes very difficult to switch into, and you'll probably need to revenge kill it with AV Colossoil or Wacan Manaphy. Mega Scizor's special bulk investment (as well as Krilowatt's lack of Volt Switch and Scald) makes it a very solid answer though, so just keep it healthy with Roost and you'll be fine.
  • Clefable, particularly Unaware variants, can be difficult to deal with, as it can wall both Aurumoth and Manaphy if it's healthy enough. It's annoying to switch into, as Mega Scizor risks eating a Fire-type move and Talonflame risks getting hit by Thunder Wave. It's not impossible for the TG users to muscle past it though; a Scald burn can help wear it down, and Aurumoth does around 60% with Psychic (depending on investment), so Clefable can't switch in safely.
 

Mega-Metagross Balanced Offense (with Wish Support)
Metagross @ Metagrossite
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bullet Punch
- Meteor Mash
- Earthquake
- Zen Headbutt

Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
IVs: 0 Atk
- Hyper Voice
- Protect
- Wish
- Heal Bell

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Pain Split
- Volt Switch
- Hydro Pump
- Will-O-Wisp

Colossoil @ Assault Vest
Ability: Rebound
EVs: 76 HP / 252 Atk / 180 SpD
Adamant Nature
- Earthquake
- Sucker Punch
- U-Turn
- Knock Off

Tomohawk @ Rocky Helmet
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Roost
- Air Slash
- Haze
- Rapid Spin

Mollux @ Choice Scarf
Ability: Dry Skin
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Lava Plume
- Sludge Bomb
- Thunderbolt
- Trick


AT A GLANCE

Pokemon: Mega Metagross / Sylveon / Rotom-W / Colossoil / Tomohawk / Mollux
Team Archetype: Balance
Key Members / Core: Metagross is obviously the super-star here, boasting highly inflated stats and excellent typing for what the format demands. The team also gets great mileage out of the Volt-Turn core of Rotom-W and Colossoil.
Difficulty Of Use: * * * (Normal)

TEAM STRATEGY

The goal of this team is to systematically pick off Megagross's counters one by one to give M-Gross a chance to sweep. By using slow Volt-Turners, you give your pokemon a better chance of getting through damage safely and forcing more unfortunate switches on the opponent's side. Sylveon keeps Metagross in a healthy state while keeping status off the team, which the team can struggle against. Mollux is a good answer to the over-abundance of Steel types in the meta. Tomohawk is just generally good, with this build being keyed towards removing buffs and hazards to free room on Colossoil for U-Turn.

CHECKS AND COUNTERS
  • Gothitelle is tricky to deal with when it comes in while you're not on your Volt-Turn core, as Metagross can suffer against Shadow Ball if Goth is on high health and you are not. Its Psyshock is good against Tomo and Mollux assuming Mollux has lost his Scarf, and its Trick hurts Sylveons ability to act as cleric. You'll need to get damage on it early so that Megagross can clean it up with B-Punch later in the game, but with that in mind, it shouldn't be too difficult
  • Pyroak can actually be troubling if you've lost Mollux and Hawk, as Oak is pretty decent at taking hits from Gross, healing with Synthesis, and retaliating with Lava Plume.
  • Don't Trick away your Scarf before Cawmodore has been handled, as Mollux is your only exceptional answer to that outside of sacking Hawk. Other Steel types are less problematic to lose your Scarf against, as most don't appreciate Will-O-Wisp from Rotom-W.
  • Losing Mollux gives you an extreme weakness to Ferrothorn, so don't lose that.
  • Colossoil with Pursuit is actually pretty nasty business now that Steel doesn't offer a resistance to Dark, meaning you risk taking a boatload of damage if you use Zen Headbutt carelessly. Likewise, you can't really afford to stay in on it, as it can also carry Sucker Punch, which you won't want Gross taking either.
  • Your only course of action if Altaria starts setting up DD is to Haze it with Tomohawk and accept the sack. It doesn't feel good, but that's how you have to operate to get Gross, Sylveon, or Mollux in safely to dispose of that problem. Thankfully Wash and Soil are the only 'Mons Altaria can set up on, so that shouldn't be a huge problem.
 
NumberCruncher Much better. It looks quite easy to use, probably because Tomohawk and Colossoil are beasts. Have you tried to use the team in battles yourself by any chance?

Speaking of Pyroak as a counter, I didn't realize that it's such a defensive behemoth when trying to take hits from the practically omnipotent Mega Metagross, despite its great bulk. The reason why I didn't realize that it was such a great wall earlier was likely because newer people are using it as a bulky physical sweeper. I was never one of them or anything, but at least older players have learned better, right?

If whatever I mentioned about Pyroak should be discussed at the Viability Ranking thread instead, please say so!
 
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Hey spark, I've been looking at my TR team and I've come to the conclusion that it's not really that great, and I'd like to update it to what I currently use now, because it's much more effective.
 
Hey spark, I've been looking at my TR team and I've come to the conclusion that it's not really that great, and I'd like to update it to what I currently use now, because it's much more effective.
Go right ahead. Same goes for anyone else that wants to update one of their teams.
 

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