Marilli's Snake Tour Team Dump

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Team dump

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phase 1 vs Memoric



Mew @ Mago Berry
Ability: Synchronize
Happiness: 0
EVs: 252 HP / 96 Def / 28 SpA / 132 SpD
Bold Nature
- Fake Out
- Trick Room
- Transform
- Ice Beam

Zygarde @ Groundium Z
Ability: Aura Break
Happiness: 0
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Thousand Arrows
- Extreme Speed
- Protect

Tapu Koko @ Light Clay
Ability: Electric Surge
Happiness: 0
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Taunt
- Volt Switch

Gengar-Mega @ Gengarite
Ability: Shadow Tag
Shiny: Yes
Happiness: 0
EVs: 104 HP / 4 Def / 144 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Protect
- Disable
- Shadow Ball
- Sludge Bomb

Snorlax @ Figy Berry
Ability: Gluttony
Happiness: 0
EVs: 76 HP / 56 Atk / 252 Def / 124 SpD
Relaxed Nature
IVs: 3 Spe
- Frustration
- Belly Drum
- Recycle
- Fire Punch

Azumarill @ Sitrus Berry
Ability: Huge Power
Happiness: 0
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Protect


QSNS recommended DS Koko with setup. I added onto the idea by adding a heavy TR mode with Mew and Snorlax. Mew was designed to set up TR and Transform into BD Snorlax with Screen support, which ended up exactly playing out the way I thought it did. Disable Mega Gengar and DD Zygarde works out of TR and makes good use of the screens, and Azu was there because I knew I wanted a secondary wincon, though I knew with the structure of the team it will not boost often, as it needs the HP to check Lando-T and Marshadow.

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phase 1 vs Level 51




Lillie (Gardevoir) @ Gardevoirite
Ability: Trace
EVs: 252 HP / 224 Def / 32 SpA
Modest Nature
IVs: 0 Atk
- Trick Room
- Hyper Voice
- Psychic
- Protect

Heatran @ Firium Z
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk
- Eruption
- Heat Wave
- Earth Power
- Protect

Tapu Fini @ Choice Specs
Ability: Misty Surge
EVs: 248 HP / 72 Def / 188 SpA
Modest Nature
IVs: 0 Atk
- Muddy Water
- Moonblast
- Hydro Pump
- Haze

Amoonguss @ Payapa Berry
Ability: Regenerator
EVs: 252 HP / 96 Def / 160 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Spore
- Rage Powder
- Clear Smog
- Protect

Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 248 HP / 4 Atk / 8 Def / 4 SpD / 244 Spe
Adamant Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off

Marshadow @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spectral Thief
- Close Combat
- Shadow Sneak
- Protect


I knew that a combination of Sleep, Redirection, Trick Room, U-turn, and some way to remove stat boosts were some things I wanted to have on my team to CT L51. I zoned in on the tried-and-tested Garde - Amoonguss core. Not only did it fill out all the prerequisites to CT L51 to bring him out of his comfort zone, it was also a generally strong synergy that I was perfectly happy bringing in case L51 brought a more standard team.

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Phase 1 vs Stax



Bronzong @ Psychium Z
Ability: Heatproof
EVs: 252 HP / 172 Def / 84 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Gyro Ball
- Hypnosis
- Stealth Rock

Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Stone Edge
- Horn Leech
- Wood Hammer
- Nature's Madness

Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Earth Power
- Heat Wave
- Nature Power
- Protect

Diancie @ Weakness Policy
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Diamond Storm
- Moonblast
- Trick Room
- Protect

Scrafty @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
IVs: 21 Spe
- Fake Out
- Low Kick
- Knock Off
- Poison Jab

Tapu Fini @ Wiki Berry
Ability: Misty Surge
EVs: 252 HP / 72 Def / 156 SpA / 28 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Muddy Water
- Moonblast
- Calm Mind
- Heal Pulse


This was yet another match I really had no idea what to bring against, and I thought that I will just bring some Z-TR garbage and bring it down to RNG. This was the Kylecole variant of the Camelroom team, which featured Tapu Fini instead of Hoopa-U which was more standard for Camerupt teams. This came with a few tweaks from the original Kylecole paste: CM Heal Pulse on Fini - a checkmater creation, but I was not fully checkmater enough to try High Jump Kick Scrafty.

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Phase 2 vs Miltankmilk



Metagross @ Metagrossite
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Hammer Arm
- Protect

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Thunder
- Focus Blast

Deoxys-Attack @ Psychium Z
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Rash Nature
- Psycho Boost
- Signal Beam
- Superpower
- Detect

Pelipper @ Focus Sash
Ability: Drizzle
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tailwind
- Hurricane
- Hydro Pump
- Protect

Kingdra @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Muddy Water
- Hydro Pump
- Draco Meteor
- Protect

Zygarde @ Choice Band
Ability: Aura Break
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Thousand Arrows
- Thousand Waves
- Extreme Speed
- Superpower


This is my variant of rain psyspam. I knew that miltank was probably gonna bring some wild experimental stuff and spend more of his time prepping for Biosci, and rain psyspam is really good at stomping out unpolished builds. Not much to note here because this is a pretty established build, aside from the notable absence of Marshadow and CB Zygarde in its place.

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Phase 2 vs Kaori



air (Charizard-Mega-Y) @ Charizardite Y
Ability: Drought
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Heat Wave
- Solar Beam
- Hidden Power [Ice]
- Protect

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 244 HP / 92 Def / 92 SpA / 44 SpD / 36 Spe
Modest Nature
- Shadow Ball
- Flash Cannon
- Shadow Sneak
- King's Shield

heaven (Landorus-Therian) @ Assault Vest
Ability: Intimidate
EVs: 248 HP / 4 Atk / 8 Def / 4 SpD / 244 Spe
Adamant Nature
- Earthquake
- U-turn
- Rock Slide
- Knock Off

Tapu Fini @ Mago Berry
Ability: Misty Surge
EVs: 252 HP / 12 Def / 72 SpA / 172 SpD
Calm Nature
IVs: 0 Atk
- Heal Pulse
- Moonblast
- Muddy Water
- Nature's Madness

Zapdos @ Misty Seed
Ability: Pressure
EVs: 252 HP / 32 Def / 96 SpA / 96 SpD / 32 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Roost
- Metal Sound
- Tailwind

Marshadow @ Marshadium Z
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Spectral Thief
- Feint
- Protect


If you have not noticed yet, I was running very low on teambuilding motivation at this point. I basically used 1 original team this far for the tour. Not that I have any issues with stealing teams but I was going through a lot IRL and it felt like a chore to log in and play at this point and I felt really bad because I looking at how much prep effort ABR was putting in and I felt in comparison I was letting down my team by not putting in 100% correct prep but getting lucky and getting bailed or being forced to predict from turn 1, tho it seemed like I do better with recycling established cores instead of trying to innovate. Deo-A has been on our list for a while and this was previously a wilder Lele Deo-A Zard-Y offensive team by QSNS that was objectively better, but after repeatedly getting thrashed in tests, I opted to keep the Mega Zard-Y with a more bog standard core I was more familiar with. I put myself in a worse MU at lead as vs using Deo-A but got bailed out by Overheat dodge. Sry sam:(

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Phase 2 vs Biosci



Heatran @ Mago Berry
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Flamethrower
- Earth Power
- Protect

Kyurem-Black @ Assault Vest
Ability: Teravolt
EVs: 224 HP / 56 Atk / 72 Def / 52 SpA / 104 SpD
Lax Nature
- Ice Beam
- Fusion Bolt
- Icy Wind
- Earth Power

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 HP / 224 Def / 32 SpA
Modest Nature
IVs: 0 Atk
- Trick Room
- Hyper Voice
- Psychic
- Protect

Tapu Bulu @ Figy Berry
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Wood Hammer
- Superpower
- Nature's Madness
- Protect

Aegislash @ Ghostium Z
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Flash Cannon
- King's Shield
- Wide Guard

Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 248 HP / 4 Atk / 8 Def / 4 SpD / 244 Spe
Adamant Nature
- Earthquake
- U-turn
- Knock Off
- Stone Edge


This was my second, more original, attempt at Gardevoir balance and this time I took a much more aggressive and underexplored approach. I knew Tapu Bulu was a good core with Garde and was a very underestimated pick. SR Tran, Kyurem-B, Lando-T, and Bulu formed a very balanced defensive core, while Garde and Ghostium-Z Aegislash with Shadow Sneak were there to turn the tables against opposing HO, especially Z-Deoxys psyspam, and were my main sources of damage.

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Phase 3 vs Demantoid



Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Substitute
- Protect

Landorus-Therian @ Groundium Z
Ability: Intimidate
EVs: 16 HP / 192 Atk / 48 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Protect

Togekiss @ Sitrus Berry
Ability: Serene Grace
EVs: 248 HP / 84 SpD / 176 Spe
Calm Nature
IVs: 0 Atk
- Air Slash
- Tailwind
- Follow Me
- Encore

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 44 Atk / 4 Def / 208 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Leech Seed
- Stealth Rock
- Protect

Volcanion @ Leftovers
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Heat Wave
- Substitute
- Protect

Tapu Koko @ Choice Specs
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Volt Switch
- Hidden Power [Fire]



This was a QSNS creation prepping against bulky balance that Demantoid is known to love. Diancie + Volcanion + Ferrothorn was a solid core that does well and can carry SR to put me ahead on switch-heavy bulky balance affairs. SD Lando was also a great idea by QSNS who thought it would be great to pound down defensive builds.

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Phase 3 vs Jhon



Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rock Slide
- Crunch
- Stone Edge
- Superpower

Salamence @ Salamencite
Ability: Intimidate
EVs: 252 HP / 60 Atk / 8 Def / 92 SpD / 96 Spe
Jolly Nature
- Double-Edge
- Tailwind
- Protect
- Roost

Tapu Koko @ Electrium Z
Ability: Electric Surge
Happiness: 0
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Protect

Mew @ Wiki Berry
Ability: Synchronize
Happiness: 0
EVs: 232 HP / 92 Def / 184 Spe
Bold Nature
- Fake Out
- Ice Beam
- Tailwind
- Transform

Volcanion @ Leftovers
Ability: Water Absorb
Happiness: 0
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Heat Wave
- Substitute
- Protect

Ferrothorn @ Chople Berry
Ability: Iron Barbs
Happiness: 0
EVs: 252 HP / 76 Atk / 88 Def / 92 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Protect
- Power Whip
- Gyro Ball



Going into the game I would like to thank my teammate tony, qsns, and my irl friend and my cc1v1 sparring partner aaagy1 for giving me the me the mental fortitude to think 1 game at a time and not think about it as a loss streak, but simply 2 independent losses, focusing on what I did wrong instead of falling into bad vibes. This was my take on Mence-Tar core, with Tyranitar, Salamence, Koko, and Volcanion forming a formidable anti-balance core. Mew is an underappreciated mon. More people should use this. Btw I like this team a lot!


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Semifinals vs Demantoid



Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Rock Slide
- Crunch
- Stone Edge
- Superpower

Amoonguss @ Wiki Berry
Ability: Regenerator
EVs: 252 HP / 200 Def / 56 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Spore
- Rage Powder
- Giga Drain
- Clear Smog

Salamence-Mega @ Salamencite
Ability: Aerilate
EVs: 104 HP / 148 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Roost
- Tailwind
- Protect

Volcanion @ Assault Vest
Ability: Water Absorb
EVs: 252 HP / 28 Def / 32 SpA / 96 SpD / 100 Spe
Modest Nature
IVs: 0 Atk
- Flamethrower
- Steam Eruption
- Sludge Bomb
- Hidden Power [Ice]

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Dazzling Gleam
- Hidden Power [Fire]

Hoopa-Unbound @ Psychic Seed
Ability: Magician
EVs: 192 HP / 92 Def / 224 SpA
Quiet Nature
IVs: 0 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect



Lele variant of Mence-Tar with Tyranitar, Mence, and Lele. I use semiroom with a TR mode of Hoopa, Amoonguss, and Volcanion. I think the team was just alright, but sometimes plays out a bit too wonky cuz of the 2 middling speed Pokemon that you aren't really sure is gonna go last in TR because of opponents' speed being unknown.


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Finals vs Level 51



Salamence @ Salamencite
Ability: Intimidate
EVs: 252 HP / 60 Atk / 8 Def / 92 SpD / 96 Spe
Jolly Nature
- Double-Edge
- Dragon Dance
- Protect
- Roost

Tyranitar @ Choice Band
Ability: Sand Stream
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Crunch
- Stone Edge
- Fire Punch

Marshadow @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Spectral Thief
- Close Combat
- Hidden Power [Ice]
- Protect

Snorlax @ Mago Berry
Ability: Gluttony
Happiness: 0
EVs: 76 HP / 96 Atk / 252 Def / 84 SpD
Adamant Nature
IVs: 0 Spe
- Frustration
- Curse
- Fire Punch
- Recycle

Tapu Fini @ Choice Specs
Ability: Misty Surge
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Muddy Water
- Hydro Pump
- Hidden Power [Fire]

Zapdos @ Misty Seed
Ability: Static
EVs: 252 HP / 32 Def / 76 SpA / 104 SpD / 44 Spe
Calm Nature
IVs: 0 Atk
- Tailwind
- Thunderbolt
- Hidden Power [Ice]
- Roost



Fini variant of Mence-Tar with Tyranitar, Mence, and Fini. I use Tailwind with Zapdos with Specs Fini and Banded Tar for some hyper offensive stuff and I also use DD Mence to take advantage of the additional pressure. Marshadow's a brokenmon so it's in and Snorlax is a fatmon.


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Most of my Ws came from just using OP mons and established cores and making small tweaks, which I'm OK with. I also wanted to use Steel-type Mega Balance, Hail, Mega-Ttar, Mega Venusaur, and Mega Manectric. The first 3 in particular are significant parts of the metagame that I most definitely wanted to bring at least once, but I did not have enough games to showcase everything :x

I have to thank my team for picking me up, and for a fun tour experience environment.

Thanks all for reading, and if you have any questions on teams feel free to ask!
 
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