BSS Teambuilding & Help Thread (SuMo Edition Reloaded 2.0)

Since you are not using it, maybe switching out Mega Scizor for Mega Venusaur could be a good idea

Venusaur makes a pretty decent core with either Hydreigon and Tapu Koko. With an electric-type resistent mega i'd consider switching out marowak for Aegislash, strengthening either the Mega Gyara core and the Mega Venusaur core. For example you could bring Venusaur, Hydreigon, Aegislash or Gyarados, Aegislash, Tapu Koko.
@ Venusaurite
Ability: Thick Fat
EVs: 252 HP / 228 Def / 28 Spe
Bold Nature
- Sludge Bomb
- Giga Drain
- Leech Seed
- Synthesis

@ Ghostium Z
Ability: Stance Change
EVs: 220 HP / 252 SpA / 36 Spe
Modest Nature
- Shadow Ball

- Flash Cannon / Sacred Sword / Hidden Power Ice / Substitute
- Shadow Sneak
- King's Shield

Also Thundurus-T could fit the team even better than Koko in my opinion. You'd still have your Electric-type attacks, gaing back the elec immunity you lost without A-Marowak, have another ground-type immunity and deal a little better vs the flying-type attacks.
@ Life Orb / Sitrus Berry
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power Ice
- Focus Blast / Psychic / Grass Knot
I was testing this team a bit, changing Koko for Thundurus, and it was nice but...I lack some physical mons, and if I face a Chansey / Blissey, I'm fucked if I don't have MGyarados out. ¿What can I use to add more physical attack to my team?
 
I was testing this team a bit, changing Koko for Thundurus, and it was nice but...I lack some physical mons, and if I face a Chansey / Blissey, I'm fucked if I don't have MGyarados out. ¿What can I use to add more physical attack to my team?
How about Swords Dance Ghostium-Z Aegislash? I personally prefer the Special set, but the SD set is still pretty good. You can break Stall's all stars without breaking a sweat with it.

+2 252+ Atk Aegislash-Blade Never-Ending Nightmare (140 BP) vs. 252 HP / 252+ Def Toxapex: 157-186 (100 - 118.4%) -- guaranteed OHKO

+2 252+ Atk Aegislash-Blade Sacred Sword vs. 44 HP / 252+ Def Eviolite Chansey: 324-382 (97.8 - 115.4%) -- 87.5% chance to OHKO

+2 252+ Atk Aegislash-Blade Never-Ending Nightmare (140 BP) vs. 252 HP / 204+ Def Mega Sableye: 186-220 (118.4 - 140.1%) -- guaranteed OHKO

+2 252+ Atk Aegislash-Blade Never-Ending Nightmare (140 BP) vs. 252 HP / 252+ Def Celesteela: 205-243 (100.4 - 119.1%) -- guaranteed OHKO
 
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I was testing this team a bit, changing Koko for Thundurus, and it was nice but...I lack some physical mons, and if I face a Chansey / Blissey, I'm fucked if I don't have MGyarados out. ¿What can I use to add more physical attack to my team?
Add a Z-Focus Blast on that thundurus, putting a weakness policy on Aegislash (made it Quiet, 0 EVs 0 IVs in speed and put the rest in its attack), otherwise just use Aegislash that completely walls Chansey
 
Hey guys,

I've struggled with teambuilding in gen 7 - I'm still lacking a bit of knowledge of the new mechanics and threats - but I stumbled upon something that I liked the look of & started to build around. That core was Koko & Scarf Nihilego, which was a core I found in the OU thread.

Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- U-turn
- Taunt

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Sludge Wave
- Thunderbolt
- Hidden Power [Fire]

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- U-turn
- Stealth Rock
- Earthquake
- Rock Slide

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Leech Seed
- Thunder Wave
- Knock Off
- Iron Head

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Flame Charge
- Fire Blast
- Solar Beam
- Roost

Tapu Fini @ Iapapa Berry
Ability: Misty Surge
Level: 50
EVs: 244 HP / 252 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Nature's Madness
- Brine
- Taunt

I'm certain that this team is flawed and can be optimised but I've enjoyed what I've done with it so far. I'm not convinced at all about Fini in the last slot I wanted a ground type resist above & beyond the flying types & there's just something about the whole thing that feels a little off. Any thoughts?
 
Reposting this team, with a different last member, since I didn't get any comments on the last one. Also, a few other changes from the previous one, on page 8.

I need help finding a decent 6th member of this team, which I got together to learn the BSS way myself.



Garchomp (M) @ Rocky Helmet
Ability: Rough Skin
Jolly Nature
EVs: 4 HP / 252 Atk / 252 Spd
- Earthquake
- Outrage
- Rock Tomb
- Stealth Rock


Tapu Koko @ Life Orb
Ability: Electric Surge
IVs: 31/x/25-26/31/31/31
Timid Nature
EVs: 4 HP / 252 SAtk / 252 Spd
- Thunderbolt
- Dazzling Gleam
- Grass Knot
- Volt Switch


Gyarados (M) @ Gyaradosite
Abiility: Intimidate -> Mold Breaker
Jolly Nature
EVs: 4 HP / 252 Atk / 252 Spd
- Dragon Dance
- Waterfall
- Crunch
- Ice Fang



Aegislash (F) @ Ghostium Z
Ability: Stance Change
IVs: 31/31/31/31/31/10-13
Quiet Nature
EVs: 252 HP / 4 Atk / 252 SAtk
- Shadow Ball
- Flash Cannon
- King's Shield
- Shadow Sneak



Tapu Lele @ Choice Scarf
Ability: Psychic Surge
IVs: 31/28/31/HT/31/HT
Modest Nature
EVs: 4 HP / 252 SAtk / 252 Spd
- Psychic
- Moon Blast
- Thunderbolt
- Hidden Power [Fire]


Current sixth member:


Suicune @ Leftovers
Ability: Pressure
IVs: HT/3/31/31/HT/31
Bold Nature
EVs: 252 HP / 252 Def / 4 SDef
- Scald
- Ice Beam
- Rest
- Toxic

Suicune has been fine in the last slot, he answers physical threats like M-Mence quite well, and he stalls out other Toxistallers (aside Aegislash) thanks to Toxic+Rest.

The team has issues dealing with defensive threats, such as Ferrothorn. Aside that, are there any other blatant omissions from my team?
 
Reposting this team, with a different last member, since I didn't get any comments on the last one. Also, a few other changes from the previous one, on page 8.

I need help finding a decent 6th member of this team, which I got together to learn the BSS way myself.



Garchomp (M) @ Rocky Helmet
Ability: Rough Skin
Jolly Nature
EVs: 4 HP / 252 Atk / 252 Spd
- Earthquake
- Outrage
- Rock Tomb
- Stealth Rock


Tapu Koko @ Life Orb
Ability: Electric Surge
IVs: 31/x/25-26/31/31/31
Timid Nature
EVs: 4 HP / 252 SAtk / 252 Spd
- Thunderbolt
- Dazzling Gleam
- Grass Knot
- Volt Switch


Gyarados (M) @ Gyaradosite
Abiility: Intimidate -> Mold Breaker
Jolly Nature
EVs: 4 HP / 252 Atk / 252 Spd
- Dragon Dance
- Waterfall
- Crunch
- Ice Fang



Aegislash (F) @ Ghostium Z
Ability: Stance Change
IVs: 31/31/31/31/31/10-13
Quiet Nature
EVs: 252 HP / 4 Atk / 252 SAtk
- Shadow Ball
- Flash Cannon
- King's Shield
- Shadow Sneak



Tapu Lele @ Choice Scarf
Ability: Psychic Surge
IVs: 31/28/31/HT/31/HT
Modest Nature
EVs: 4 HP / 252 SAtk / 252 Spd
- Psychic
- Moon Blast
- Thunderbolt
- Hidden Power [Fire]


Current sixth member:


Suicune @ Leftovers
Ability: Pressure
IVs: HT/3/31/31/HT/31
Bold Nature
EVs: 252 HP / 252 Def / 4 SDef
- Scald
- Ice Beam
- Rest
- Toxic

Suicune has been fine in the last slot, he answers physical threats like M-Mence quite well, and he stalls out other Toxistallers (aside Aegislash) thanks to Toxic+Rest.

The team has issues dealing with defensive threats, such as Ferrothorn. Aside that, are there any other blatant omissions from my team?
I like the team, it looks already kinda balanced tbf.
As it is now to me, outside of the Ferrothorn you've written about, it also looks weak to the Electric-spam since you have nothing that can switch in safely switch in. Garchomp is threatened by either Koko's Dazzling Gleam, also being outsped by it, and by Rotom's WoW and eventually hp ice, whereas Koko has a horrible SpDef and its terrain would become a double-edged blade.

In my opinion to deal with the last problem you could either change Chomp's item with a Focus Sash, or even better switch it out for an Assault Vest Mamoswine.
Instead, to deal with the likes of Ferrothorn, Zapdos over Suicune might help. You'd still have an answer to physical threats like Mega Mence, while also gaining tools to check Ferrothorn with its Heat Wave and eventually with Toxic. Also, AV mamo would even help to deal with these stally pokemon thanks to Fissure.

@ Assault Vest
Ability: Thick Fat
EVs: 44 HP / 156 Atk / 4 Def / 252 SpD / 52 Spe
Adamant Nature
- Earthquake
- Ice Shard
- Icicle Spear
- Fissure

@ Rocky Helmet / Leftovers
Ability: Static / Pressure (if you want more stalling power and expire faster the pps of the opposing mons)
EVs: 252 HP / 236 Def / 20 Spe
Timid Nature
- Thunderbolt
- Heat Wave
- Toxic
- Roost / Substitute
 
I like the team, it looks already kinda balanced tbf.
As it is now to me, outside of the Ferrothorn you've written about, it also looks weak to the Electric-spam since you have nothing that can switch in safely switch in. Garchomp is threatened by either Koko's Dazzling Gleam, also being outsped by it, and by Rotom's WoW and eventually hp ice, whereas Koko has a horrible SpDef and its terrain would become a double-edged blade.

In my opinion to deal with the last problem you could either change Chomp's item with a Focus Sash, or even better switch it out for an Assault Vest Mamoswine.
Instead, to deal with the likes of Ferrothorn, Zapdos over Suicune might help. You'd still have an answer to physical threats like Mega Mence, while also gaining tools to check Ferrothorn with its Heat Wave and eventually with Toxic. Also, AV mamo would even help to deal with these stally pokemon thanks to Fissure.

@ Assault Vest
Ability: Thick Fat
EVs: 44 HP / 156 Atk / 4 Def / 252 SpD / 52 Spe
Adamant Nature
- Earthquake
- Ice Shard
- Icicle Spear
- Fissure

@ Rocky Helmet / Leftovers
Ability: Static / Pressure (if you want more stalling power and expire faster the pps of the opposing mons)
EVs: 252 HP / 236 Def / 20 Spe
Timid Nature
- Thunderbolt
- Heat Wave
- Toxic
- Roost / Substitute
Thanks for your input! I could try my offensive Zapdos (I don't have a defensive one), and I do actually have an AV-Mamo in one of the "Bench" boxes - though I'd have to re-breed for Fissure. Both are interesting suggestions, and I'll be sure to take them to heart. Thanks again!
 
Hi everyone,

I'm trying to build a team for double battles using weather. As I like electric- and water-types, I want to go for a Rain Team. I started with a trio Pelipper with drizzle + Ludicolo with swift swim + Tapu Koko. I choose Mega-Metagross for my fourth choice to have both power early game and a poison immunity.
I'm not quite sure what set I should use for Tapu Koko.

The main problems I noticed for now:
- A grass-type with stormdrain (Pelipper doesn't hit hard enough).
- Other weather users.
- Tapu Koko has a common weakness with both Ludicolo and Metagross.
- Anything which can rip apart Metagross.

Pelipper @ Focus Sash
Ability: Drizzle
Level: 50
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Hurricane
- Scald
- Tailwind
- Protect

Ludicolo @ Assault Vest
Ability: Swift Swim
Level: 50
EVs: 156 HP / 52 Def / 156 SpA / 4 SpD / 140 Spe
Modest Nature
- Scald
- Giga Drain
- Ice Beam
- Fake Out

Metagross-Mega @ Metagrossite
Ability: Tough Claws
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Zen Headbutt
- Bullet Punch
- Earthquake
- Rain Dance

Tapu Koko @ Leftovers
Ability: Electric Surge
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Thunder
- Dazzling Gleam
- Roost
- Rain Dance

I still two other ideas for a team:

-Tolipoed+Ludicolo+Dragonite+(Tapu Koko or Ferrothorn)

-Pelipper+Togedemaru(Lightning Rod)
 
Hi everyone,

I'm trying to build a team for double battles using weather. As I like electric- and water-types, I want to go for a Rain Team. I started with a trio Pelipper with drizzle + Ludicolo with swift swim + Tapu Koko. I choose Mega-Metagross for my fourth choice to have both power early game and a poison immunity.
I'm not quite sure what set I should use for Tapu Koko.

The main problems I noticed for now:
- A grass-type with stormdrain (Pelipper doesn't hit hard enough).
- Other weather users.
- Tapu Koko has a common weakness with both Ludicolo and Metagross.
- Anything which can rip apart Metagross.

Pelipper @ Focus Sash
Ability: Drizzle
Level: 50
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Hurricane
- Scald
- Tailwind
- Protect

Ludicolo @ Assault Vest
Ability: Swift Swim
Level: 50
EVs: 156 HP / 52 Def / 156 SpA / 4 SpD / 140 Spe
Modest Nature
- Scald
- Giga Drain
- Ice Beam
- Fake Out

Metagross-Mega @ Metagrossite
Ability: Tough Claws
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Zen Headbutt
- Bullet Punch
- Earthquake
- Rain Dance

Tapu Koko @ Leftovers
Ability: Electric Surge
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Thunder
- Dazzling Gleam
- Roost
- Rain Dance

I still two other ideas for a team:

-Tolipoed+Ludicolo+Dragonite+(Tapu Koko or Ferrothorn)

-Pelipper+Togedemaru(Lightning Rod)
Hey,

On Rain Team, you should try a Volt Switch / U-Turn user. This gives you a chance to reset weather in some situations where you have your Rain setter out and the VS/UT user out: you switch out rain setter, go for VS/UT, and switch again in your setter.
Other than that, having VS/UT gives you a chance to gain momentum during battle.

Here Tapu Koko shines:

Tapu Koko @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Dazzling Gleam / Thunderbolt
- Protect
- Volt Switch

Tapu Koko is a very hard hitter, you should just abuse that fact with 100% accurate Thunders under electric terrain, eventual Tbolt (when rain isn't setupped) or Dazzling Gleam (if you want an AoE).
And thanks to its super-speed you can usually Volt Switch pretty safely, doing some damage and getting in a better pokemon against the opponent.

I'd change Pelipper's set too: you give him a Focus Sash but then you give him a bulky spread. Looks like a little nonbo to me. If Pelipper is played carefully, it will stay in most of the time (but usually the damage is already done, so even when Pelipper dies, you should have a big advantage on your opponent).

Pelipper @ Focus Sash
Ability: Drizzle
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hurricane
- Scald / Brine
- Tailwind
- Protect

This way you can do loads of damage even with Pelipper, and gives you a more reliable way to Tailwind before it gets killed (usually when double targeted). Oh, this should now do big damage to the Grass types you have trouble with.

Metagross doesn't need to Rain Dance, just go for Protect that gives you more longevity. And probably on your current configuration I wouldn't play Earthquake (you had no protect users and only 1 flying type).

Ludicolo looks okay, I'm very intrigued by a Waterium-Z Hydro Pump 252 SpA Ludicolo variant, but I haven't tested it yet.

Going back to the problems you faced:
-Grass types with Storm Drain: now Pelipper does a lot more damage, and Ludicolo still has Ice Beam, so you should be set here;
-Other weather users: that's probably just how you play the team. When I started playing Rain in VGC I had some problems with opposing weather too, but eventually figured it out (thanks to Volt Switch users too, and some prediction or smart switches). On that matter, I think you can do two things:
1) Build the team in a way you can play under enemy weather (so that you don't have to rely on Pelipper's Drizzle). For example running Thunderbolt on Tapu Koko instead of Dazzling Gleam, or being able to do enough damage without bringing in Ludicolo;
2) Be prepared to opposing weather and lead with Pelipper+Koko: if they bring immediately a weather setter and it wins the war, you can do the trick with Volt Switch + Pelipper switch, else you should try to protect Pelipper until they are forced to play their weather setter.
-Tapu Koko has a common weakness with the other guys, but you have Metagross to take all poison attacks. If you are still afraid of it, you could run Xurkitree instead of Koko: it has higher SpA and does a lot more damage, but I think having a Fairy in the team can help you more than having a double weakness to Poison.
-Anything that can rip apart Metagross: well, every pokemon has a weakness. Are there any specific pokemons that gave you trouble in this case? Or is it just types in general (like Fightning/Fire/Dark/Shadow pokemons)?

For the last two slots I think you should go with some pokemons that can play well both under and out of Rain, and that can help your Metagross-issue:

What about a Dragon type? It completes the Fairy (Koko) - Steel (Gross) - Dragon core, and brings to the team many useful resists and power to fight in any condition.

I'm looking at Salamence (you will have two Megas that way, so pay attention in team preview) that gives Intimidate support and a generally hard hitter with Hyper Voice and Draco Meteor / Double-Edge. Then there's Garchomp that has access to Earthquake and eventual Z-Move you are currently missing in the team. You can even play it with Scarf to go for Rock Slides!
And lastly there's Dragonite, a favorite of mine, that can easily setup thanks to Multiscale+Dragon Dance and start sweeping.

If you don't think a Dragon could help the team, there's Landorus-T which gives both Intimidate from Salamence and Earthquake from Garchomp.
I'd probably play an Earthquake user (as a STAB possibly), if you feel you have a weakness to Poison types. Other than that, EQ does loads of damage, and Landorus-T has access to U-Turn, Knock Off and Rock Slide, all very useful moves on a Choice item.
I'd probably go for a Choice Band, as Pelipper should be able to set up Tailwind most of the time.

For the last slot, I think I would like to have an anti-Trick Room pokemon, like Amoonguss (which can help on the switches to take damage and support overall his partner).

I hope I helped, what do you think? :)
 
Hey,

On Rain Team, you should try a Volt Switch / U-Turn user. This gives you a chance to reset weather in some situations where you have your Rain setter out and the VS/UT user out: you switch out rain setter, go for VS/UT, and switch again in your setter.
Other than that, having VS/UT gives you a chance to gain momentum during battle.

Here Tapu Koko shines:

Tapu Koko @ Life Orb
Ability: Electric Surge
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunder
- Dazzling Gleam / Thunderbolt
- Protect
- Volt Switch

Tapu Koko is a very hard hitter, you should just abuse that fact with 100% accurate Thunders under electric terrain, eventual Tbolt (when rain isn't setupped) or Dazzling Gleam (if you want an AoE).
And thanks to its super-speed you can usually Volt Switch pretty safely, doing some damage and getting in a better pokemon against the opponent.

I'd change Pelipper's set too: you give him a Focus Sash but then you give him a bulky spread. Looks like a little nonbo to me. If Pelipper is played carefully, it will stay in most of the time (but usually the damage is already done, so even when Pelipper dies, you should have a big advantage on your opponent).

Pelipper @ Focus Sash
Ability: Drizzle
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hurricane
- Scald / Brine
- Tailwind
- Protect

This way you can do loads of damage even with Pelipper, and gives you a more reliable way to Tailwind before it gets killed (usually when double targeted). Oh, this should now do big damage to the Grass types you have trouble with.

Metagross doesn't need to Rain Dance, just go for Protect that gives you more longevity. And probably on your current configuration I wouldn't play Earthquake (you had no protect users and only 1 flying type).

Ludicolo looks okay, I'm very intrigued by a Waterium-Z Hydro Pump 252 SpA Ludicolo variant, but I haven't tested it yet.

Going back to the problems you faced:
-Grass types with Storm Drain: now Pelipper does a lot more damage, and Ludicolo still has Ice Beam, so you should be set here;
-Other weather users: that's probably just how you play the team. When I started playing Rain in VGC I had some problems with opposing weather too, but eventually figured it out (thanks to Volt Switch users too, and some prediction or smart switches). On that matter, I think you can do two things:
1) Build the team in a way you can play under enemy weather (so that you don't have to rely on Pelipper's Drizzle). For example running Thunderbolt on Tapu Koko instead of Dazzling Gleam, or being able to do enough damage without bringing in Ludicolo;
2) Be prepared to opposing weather and lead with Pelipper+Koko: if they bring immediately a weather setter and it wins the war, you can do the trick with Volt Switch + Pelipper switch, else you should try to protect Pelipper until they are forced to play their weather setter.
-Tapu Koko has a common weakness with the other guys, but you have Metagross to take all poison attacks. If you are still afraid of it, you could run Xurkitree instead of Koko: it has higher SpA and does a lot more damage, but I think having a Fairy in the team can help you more than having a double weakness to Poison.
-Anything that can rip apart Metagross: well, every pokemon has a weakness. Are there any specific pokemons that gave you trouble in this case? Or is it just types in general (like Fightning/Fire/Dark/Shadow pokemons)?

For the last two slots I think you should go with some pokemons that can play well both under and out of Rain, and that can help your Metagross-issue:

What about a Dragon type? It completes the Fairy (Koko) - Steel (Gross) - Dragon core, and brings to the team many useful resists and power to fight in any condition.

I'm looking at Salamence (you will have two Megas that way, so pay attention in team preview) that gives Intimidate support and a generally hard hitter with Hyper Voice and Draco Meteor / Double-Edge. Then there's Garchomp that has access to Earthquake and eventual Z-Move you are currently missing in the team. You can even play it with Scarf to go for Rock Slides!
And lastly there's Dragonite, a favorite of mine, that can easily setup thanks to Multiscale+Dragon Dance and start sweeping.

If you don't think a Dragon could help the team, there's Landorus-T which gives both Intimidate from Salamence and Earthquake from Garchomp.
I'd probably play an Earthquake user (as a STAB possibly), if you feel you have a weakness to Poison types. Other than that, EQ does loads of damage, and Landorus-T has access to U-Turn, Knock Off and Rock Slide, all very useful moves on a Choice item.
I'd probably go for a Choice Band, as Pelipper should be able to set up Tailwind most of the time.

For the last slot, I think I would like to have an anti-Trick Room pokemon, like Amoonguss (which can help on the switches to take damage and support overall his partner).

I hope I helped, what do you think? :)
Thanks for the answer. I was thinking of using Volt Switch on Tapu Koko. I prefer Dazzling Gleam to hit multiple targets. My main concern with Metagross is Ghost-types like Gengar and Marawak. If I don't use Earthquake, what move would be better for Metagross (I don't have Move Tutor)?
Dragonite was on my list too but with Politoed rather than Pelipper.
I don't have access to some legendaries like Landorus.
 
Thanks for the answer. I was thinking of using Volt Switch on Tapu Koko. I prefer Dazzling Gleam to hit multiple targets. My main concern with Metagross is Ghost-types like Gengar and Marawak. If I don't use Earthquake, what move would be better for Metagross (I don't have Move Tutor)?
Dragonite was on my list too but with Politoed rather than Pelipper.
I don't have access to some legendaries like Landorus.
Meteor Mash on Metagross is a pretty strong hitter. That way you have a move to hit those Tapu Leles under Psychic Terrain.
Mind you that when I said that EQ wasn't good on that Metagross was solely because you had no Protects on the team, and every partner except for Pelipper would take damage from that.
If you run more Protect (like on Koko and other partners), or some extra Flying/Levitate users, EQ is still okay on Metagross.

If you don't have access to some legendaries (neither from GTS) like Landorus, I'd suggest Scarf Garchomp: with Rock Slide it can fish for flinches, and a scarfed EQ is pretty scary, expecially when you lead with him.
I don't know how much viable a Earth-Z set would be in Battle Spot Doubles, but it can be definitively an option as it lets you run Protect, Swords Dance and other cool moves.
As far as I know, Landorus outclasses Garchomp currently, so if you don't have the first, you can try the other one! :)
 
Hi everyone,

I'm trying to build a team for double battles using weather. As I like electric- and water-types, I want to go for a Rain Team. I started with a trio Pelipper with drizzle + Ludicolo with swift swim + Tapu Koko. I choose Mega-Metagross for my fourth choice to have both power early game and a poison immunity.
I'm not quite sure what set I should use for Tapu Koko.

The main problems I noticed for now:
- A grass-type with stormdrain (Pelipper doesn't hit hard enough).
- Other weather users.
- Tapu Koko has a common weakness with both Ludicolo and Metagross.
- Anything which can rip apart Metagross.

Pelipper @ Focus Sash
Ability: Drizzle
Level: 50
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Hurricane
- Scald
- Tailwind
- Protect

Ludicolo @ Assault Vest
Ability: Swift Swim
Level: 50
EVs: 156 HP / 52 Def / 156 SpA / 4 SpD / 140 Spe
Modest Nature
- Scald
- Giga Drain
- Ice Beam
- Fake Out

Metagross-Mega @ Metagrossite
Ability: Tough Claws
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Zen Headbutt
- Bullet Punch
- Earthquake
- Rain Dance

Tapu Koko @ Leftovers
Ability: Electric Surge
Level: 50
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Thunder
- Dazzling Gleam
- Roost
- Rain Dance

I still two other ideas for a team:

-Tolipoed+Ludicolo+Dragonite+(Tapu Koko or Ferrothorn)

-Pelipper+Togedemaru(Lightning Rod)

Tapu Bulu and Landorus might really help your team. You'd add key resistence and immunity to which your team is weak and gain a way to hit those storm drainers you are talking about.


@ Leftovers / Grassium Z
Ability: Grassy Surge
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Wood Hammer
- Leech Seed / Horn Leech / Nature's Madness / Superpower
- Stone Edge
- Protect



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

Also, imo you should switch your item on Tapu Koko with one that aims its fire power ( Life Orb / Choice Specs / Z move / Magnet / Expert Belt and such )
 
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Meteor Mash on Metagross is a pretty strong hitter. That way you have a move to hit those Tapu Leles under Psychic Terrain.
Mind you that when I said that EQ wasn't good on that Metagross was solely because you had no Protects on the team, and every partner except for Pelipper would take damage from that.
If you run more Protect (like on Koko and other partners), or some extra Flying/Levitate users, EQ is still okay on Metagross.

If you don't have access to some legendaries (neither from GTS) like Landorus, I'd suggest Scarf Garchomp: with Rock Slide it can fish for flinches, and a scarfed EQ is pretty scary, expecially when you lead with him.
I don't know how much viable a Earth-Z set would be in Battle Spot Doubles, but it can be definitively an option as it lets you run Protect, Swords Dance and other cool moves.
As far as I know, Landorus outclasses Garchomp currently, so if you don't have the first, you can try the other one! :)
I don't usually have the kind of pokemons asked for on the GTS to obtain something like Landorus (I did try to obtain one though). I think I'll use more Protect to keep Earthquake on Metagross and replace Bullet Punch with Meteor Mash (I prefer to hit hard with Metagross and finish with Tapu/Ludicolo).
 
Tapu Bulu and Landorus might really help your team. You'd add key resistence and immunity to which your team is weak and gain a way to hit those storm drainers you are talking about.


@ Leftovers / Grassium Z
Ability: Grassy Surge
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Wood Hammer
- Leech Seed / Horn Leech / Nature's Madness / Superpower
- Stone Edge
- Protect



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

Also, imo you should switch your item on Tapu Koko with one that aims its fire power ( Life Orb / Choice Specs / Z move / Magnet / Expert Belt and such )
Thanks for the answer.

I don't have access to Landorus other than on the GTS. I prefer to play pokemons obtainable without trading unless I don't have a choice. As of Tapu Bulu, I prefer not to play a pokemon I dislike (With the exception of some pokemons, I'm not a fan of Grass and Ice).
 

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Thanks for the answer.

I don't have access to Landorus other than on the GTS. I prefer to play pokemons obtainable without trading unless I don't have a choice. As of Tapu Bulu, I prefer not to play a pokemon I dislike (With the exception of some pokemons, I'm not a fan of Grass and Ice).
Placing limitations on your options like this only makes giving suggestions incredibly hard and discourages anyone from replying. We have an incredibly active and helpful Wi-Fi (trading) section here that you can utilise to get what you need (checking the giveaways subforum regularly can nab you same really nice stuff). We do not consider "I can't get that" to be a valid excuse when assessing your best options.

As for 'not liking' certain types, this is something else you'll need to get over if you want to be competitive. Using things you do like is important since that's how we enjoy the game, but dismissing things that you don't like when it's the best option is silly. Just remember you're posting in a competitive-focussed forum.

Sorry if this post seemed a little harsh. Just trying to help, even if that means grumbling.
 
Placing limitations on your options like this only makes giving suggestions incredibly hard and discourages anyone from replying. We have an incredibly active and helpful Wi-Fi (trading) section here that you can utilise to get what you need (checking the giveaways subforum regularly can nab you same really nice stuff). We do not consider "I can't get that" to be a valid excuse when assessing your best options.

As for 'not liking' certain types, this is something else you'll need to get over if you want to be competitive. Using things you do like is important since that's how we enjoy the game, but dismissing things that you don't like when it's the best option is silly. Just remember you're posting in a competitive-focussed forum.

Sorry if this post seemed a little harsh. Just trying to help, even if that means grumbling.
I don't find this harsh and I agree with you expressing your opinion. I'm not saying "I can't get that", I know I have options I can consider. I'm finishing to complete my pokedex and I was keeping some rare pokemons for trading.
Landorus is a pokemon I would like to have and I will have it.

When I say 'liking a pokemon', it's more like 'seeing him fitting in your team'. There are pokemons I was not fond of but I took interest in them when I saw what options they could bring. As for Tapu Bulu, I'm not really convinced about it but I will surely try him.
 
Hi everyone,

While building a rain team, I though of choosing Politoed+Dragonite+Ludicolo but I have some questions:

1) What could be the reason to choose Politoed over Pelipper? Politoed can bring some anoying moves like Encore but is not the only one whereas Pelipper has Hurricane to damage most Grass-types efficiently.

2) Is Dragonite with a choice scarf, four damaging moves including hurricane a viable choice?
 
Hi everyone,

While building a rain team, I though of choosing Politoed+Dragonite+Ludicolo but I have some questions:

1) What could be the reason to choose Politoed over Pelipper? Politoed can bring some anoying moves like Encore but is not the only one whereas Pelipper has Hurricane to damage most Grass-types efficiently.

2) Is Dragonite with a choice scarf, four damaging moves including hurricane a viable choice?
Is that always for doubles?

1) Politoed has a more supportive role than Pelipper, using Encore to force opposing pokemons to switch out (unless they want to die) and Helping Hand to boost its partner's damage. You can also run Perish Song to get the kill on opponent's last two pokemons (just make sure you survive somehow for three turns). Icy Wind is another option to stack -Spe on enemies, letting your other pokemons outspeed them in 1-2 turns.
You can also play it more aggressively with some SpA investment and many damaging moves, but I think he's better as a support.

Pelipper on the other hand gives you Tailwind which is more threatening in the short run than Icy Wind (the games shouldn't last long if you abuse TW), and does a lot of damage if unchecked.

2) Why not Dragonite with Choice Band / Choice Specs (depending if you want to run Hurricane + 3 Special Attacks or just a physical set)? If you want to run Politoed with Icy Wind (or Pelipper with Tailwind), it will outspeed most enemies when he comes in.


What was your idea behind choosing Politoed+Ludicolo+Dragonite for your team?
In the last posts you said you want to play a Rain Team in BSDoubles, but (atleast to me) it looked like you hadn't very much clear what you wanted from your chosen pokemons.
So I suggest you to try first to find your core (which is Politoed/Pelipper + Ludicolo for now), and add to that 4 other pokemons you think could do well with them and why. You already mentioned last time Tapu Koko and Metagross which are good, and now Dragonite. So 2-3 more to go!
You can find loads of Team Planners on the internet which can tell you what weaknesses/resistances/immunities your team has, and that may help you to decide which pokemons to run, before going deeper into the sets and such.

I did that too when I posted first here, and it worked out pretty well for my teams, thanks to other users' suggestions! :)

Knowing what you want from your team help immensely both you and us finding out the best configuration for them!
 
Is that always for doubles?

1) Politoed has a more supportive role than Pelipper, using Encore to force opposing pokemons to switch out (unless they want to die) and Helping Hand to boost its partner's damage. You can also run Perish Song to get the kill on opponent's last two pokemons (just make sure you survive somehow for three turns). Icy Wind is another option to stack -Spe on enemies, letting your other pokemons outspeed them in 1-2 turns.
You can also play it more aggressively with some SpA investment and many damaging moves, but I think he's better as a support.

Pelipper on the other hand gives you Tailwind which is more threatening in the short run than Icy Wind (the games shouldn't last long if you abuse TW), and does a lot of damage if unchecked.

2) Why not Dragonite with Choice Band / Choice Specs (depending if you want to run Hurricane + 3 Special Attacks or just a physical set)? If you want to run Politoed with Icy Wind (or Pelipper with Tailwind), it will outspeed most enemies when he comes in.


What was your idea behind choosing Politoed+Ludicolo+Dragonite for your team?
In the last posts you said you want to play a Rain Team in BSDoubles, but (atleast to me) it looked like you hadn't very much clear what you wanted from your chosen pokemons.
So I suggest you to try first to find your core (which is Politoed/Pelipper + Ludicolo for now), and add to that 4 other pokemons you think could do well with them and why. You already mentioned last time Tapu Koko and Metagross which are good, and now Dragonite. So 2-3 more to go!
You can find loads of Team Planners on the internet which can tell you what weaknesses/resistances/immunities your team has, and that may help you to decide which pokemons to run, before going deeper into the sets and such.

I did that too when I posted first here, and it worked out pretty well for my teams, thanks to other users' suggestions! :)

Knowing what you want from your team help immensely both you and us finding out the best configuration for them!
I'm already using a team planner to help me decide which pokemon I could choose and though of two cores. My idea with choosing Politoed+Ludicolo+Dragonite was not having a 4x electric weakness on one pokemon and running a mixed set on Dragonite to profit from both Hurricane under the rain and his atk stat when the rain is not up.
 
Hey everyone, I want to build a team around Extreme Evoboosting Espeon for Battle Spot Singles. My idea was to have the last three pokemon be a solid core so I could use them without the Eevee combo or baton pass to one of them instead of Espeon. Any advice would be appreciated.

Current Core:

Eevee @ Eevium Z
Anticipation
Timid
252 HP / 252 Spe / 4 Def
- Last Resort
- Baton Pass
- Substitute
- Stored Power

Whimsicott @ Focus Sash
Prankster
Timid
252 HP / 252 Spe / 4 Def
- Tailwind
- Memento
- Encore
- Moonblast

Espeon Leftovers
Magic Bounce
Timid
252 SpA / 252 Spe / 4 HP
- Calm Mind
- Stored Power
- Morning Sun
- Dazzling Gleam
 
Hey everyone, I want to build a team around Extreme Evoboosting Espeon for Battle Spot Singles. My idea was to have the last three pokemon be a solid core so I could use them without the Eevee combo or baton pass to one of them instead of Espeon. Any advice would be appreciated.

Current Core:

Eevee @ Eevium Z
Anticipation
Timid
252 HP / 252 Spe / 4 Def
- Last Resort
- Baton Pass
- Substitute
- Stored Power

Whimsicott @ Focus Sash
Prankster
Timid
252 HP / 252 Spe / 4 Def
- Tailwind
- Memento
- Encore
- Moonblast

Espeon Leftovers
Magic Bounce
Timid
252 SpA / 252 Spe / 4 HP
- Calm Mind
- Stored Power
- Morning Sun
- Dazzling Gleam
One possibility you could consider is adding Krookodile. Krook can be used as an alternative mon to espeon because it has power trip which is basically stored power for dark types. Krook allows you to beat a few things that espeon might not be able to check (spdef celesteela is an example).

Krookodile @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Power Trip
- Earthquake
Just add 2 filler moves to that (Substitute, knock off, pursuit, superpower, and taunt are all good options)
 
Hey everyone, I want to build a team around Extreme Evoboosting Espeon for Battle Spot Singles. My idea was to have the last three pokemon be a solid core so I could use them without the Eevee combo or baton pass to one of them instead of Espeon. Any advice would be appreciated.

Current Core:

Eevee @ Eevium Z
Anticipation
Timid
252 HP / 252 Spe / 4 Def
- Last Resort
- Baton Pass
- Substitute
- Stored Power

Whimsicott @ Focus Sash
Prankster
Timid
252 HP / 252 Spe / 4 Def
- Tailwind
- Memento
- Encore
- Moonblast

Espeon Leftovers
Magic Bounce
Timid
252 SpA / 252 Spe / 4 HP
- Calm Mind
- Stored Power
- Morning Sun
- Dazzling Gleam
Imo you should add 1 or even 2 more baton pass recipient, and another support lead outside of Whimsi that could face problems in front of Dark-Types or Psychic Terrain (since both things can block Prankster).

Let's start from the alternative lead:

@ Light Clay
Ability: Levitate
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Reflect
- Light Screen
- Memento
- Draco Meteor / Psyshock / Thunder Wave

Latios has the access to both screens and useful tools for eeveepass teams such as Memento and Twave. Also, thanks to its good speed, it can act like a pseudo-prankster user.

Then i'd add other sweepers, since Espeon won't always be the best choice for your boosts:

@ Kangaskhanite
Ability: Parental Bond
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Return
- Rock Slide
- Earthquake
- Substitute

Kangaskhan is a perfect example of Eeveepass recipient. It can hit extremely hard, it has a decent bulk and can fish for flinches with parental bond rock slides.


The last spot is really up to you. I've seen Mega Gyarados as the 3rd recipient, Mega Salamence, and such. I guess that even Moose's Krookodile could be an option.
Otherwise you could add a check for those Perish Song users such as Mega Gengar to clean the way for your Eeveepass duo. Greninja might help with this, threatening the such as Mega Gengar (with Dark Pulse), Primarina (with Gunk Shot), A-Marowak (Dpulse), and so on...

Greninja might also be very helpful vs Hippowdon, that can Whirlwind your Eevee out.

@ Life Orb
Ability: Protean
EVs: 20 Atk / 236 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Grass Knot
- Dark Pulse
 
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Hey all, I just built a heavy Trick Room team based on Mega Mawile, Scrafty, and Cresselia, as I've been having moderate success with it in the battle tree, and I would like to try it out in a more real competitive setting, the Battle Spot Doubles.

Mawile @ Mawilite
Ability: Intimidate
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Protect
- Iron Head
- Play Rough
- Sucker Punch

This is the main sweeper of the team. Thanks to Huge Power it does a ton of damage and has a lot of useful resistances, and very few weaknesses.

Scrafty @ Lum Berry
Ability: Intimidate
Level: 50
EVs: 252 HP / 164 Atk / 92 SpD
Careful Nature
IVs: 0 Spe
- Fake Out
- Drain Punch
- Knock Off
- Taunt

Scrafty gives good support with Fake Out, Knock Off and Taunt. I chose Lum Berry over other items as I saw that when he gets burned he becomes useless. I had AV on it, but I think that running Taunt could give more utility.
It brings to the team a useful psychic immunity, and does decent damage when paired up with Cresselia's Helping Hand.

Cresselia @ Mental Herb
Ability: Levitate
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Trick Room
- Ice Beam
- Helping Hand

Cresselia is the main Trick Room setter with Mental Herb. I chose Helping Hand over other utility options as it boosts the power of its partner (like Scrafty which doesn't do much damage alone, and they mostly will be my leads if I need Fake Out support for TR).
With Levitate it can also switch in against ground moves, to save ground-weak members (Mawile and Magnezone).
I think that without Leftovers I should go with Moonlight somewhere, just to keep it alive and get more TRs in the longer games.

Mimikyu @ Fairium Z
Ability: Disguise
Level: 50
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- Play Rough
- Shadow Sneak
- Protect

I read that heavy TR teams need atleast two setters, so I went with Mimikyu as a more aggressive option than Cresselia.
Thanks to Disguise it can destroy freely an opposing enemy with Fairium Z move, and out of Trick Room it can get some priority damage with Shadow Sneak to finish off weakened foes.

Magnezone @ Choice Specs
Ability: Magnet Pull
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

I went with Magnezone as Special Sweeper. Thanks to Magnet Pull I can trap in some Steel enemies which can be a threat to Mimikyu and wall Mawile. After trapping them, Hidden Power Fire takes care of them.
Volt Switch can help to get off some multiple Intimidates in a single turn against physical threats.

Golisopod @ Assault Vest
Ability: Emergency Exit
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- First Impression
- Liquidation
- Leech Life
- Poison Jab

AV Golisopod acts as a bulkier sweeper that stops opposing Fire types from threatening Mawile or Magnezone.
I didn't know what to go with the last moveslot, so I chose Poison Jab to have an extra way to kill fairies and grass types. Probably it could be a Protect if I went with another item.

Some calcs I made just out of curiosity:

Def:
252 SpA Charizard-Mega-Y Heat Wave vs. 252 HP / 4 SpD Assault Vest Golisopod in Sun: 148-175 (41.8 - 49.4%) -- guaranteed 3HKO
160+ SpA Heatran Eruption (150 BP) vs. 252 HP / 4 SpD Assault Vest Golisopod: 138-163 (38.9 - 46%) -- guaranteed 3HKO

Atk:
252+ Atk Golisopod Liquidation vs. 0 HP / 4 Def Charizard-Mega-Y in Sun: 180-212 (60.6 - 71.3%) -- guaranteed 2HKO
252+ Atk Golisopod Liquidation vs. 252 HP / 72 Def Heatran: 264-312 (68.3 - 80.8%) -- guaranteed 2HKO

I checked some calculations with Waterium-Z and it just OHKOes those Fire Types while being bulky enough to still get 2HKOs from them in return (in case I switch it in under Trick Room).

---

My main leads will be Cresselia/Mimikyu + Sweeper, or Cresselia/Mimikyu+Scrafty if I need Fake Out support. If I see eventual Taunt users on the opposing teams, I go with Cresselia over Mimikyu.
Mega-Mawile should always be in, as it does godly damage, and Magnezone/Golisopod can join too if some extra power is needed (Golisopod against Fire teams, and Magnezone against Steel types) and Mimikyu isn't used.
For the team building process, I just went with M-Mawile (as I wanted to try it out in competitive), Cresselia and Scrafty, then added other pokemons that could help with useful resistances and to help out the weaknesses of those three.
And with so many resistances, the team should be able to play even out of Trick Room, but obviously as this is a Heavy-TR setting, setting up that move should always happen.


I'm not very experienced with Trick Room, so before breeding Magnezone and Golisopod, I'd like to know from you if there's something I missed during the team explanation. The "rules" I went with were these (after reading some Trick Room guides on the net):
-Atleast 2 Setters
-Atleast 2 Sweepers, one Physical and one Special, just to have more versatility and not to be walled by specific comps or single pokemons
-Atleast a Fake Out support

What do you guys think? Thanks for reading :)
 
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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
Hippowdon @ Rocky Helmet
Ability: Sand Stream
Level: 50
EVs: 252 HP / 240 Def / 16 SpD
Impish Nature
- Earthquake
- Slack Off
- Yawn
- Stealth Rock
  • Generally a very good lead, bulky and powerful enough to take on things like Garchomp, Metagross, and even some Blaziken
  • Forces a lot of switches, and is one of the few walls that keeps the momentum up with Yawn
  • Rocky Helmet, Sand Stream, and Slack Off means it can beat a lot of physical attackers who would otherwise 2HKO
Dragonite @ Choice Band
Ability: Multiscale
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Earthquake
- Thunder Punch
  • Pretty classic combo with Hippowdon and Lucario, also works well with Charizard-Y
  • Hits very hard right off the bat to soften things up for Lucario/Charizard-Y
  • Also a good late-game cleaner with Extreme Speed
Lucario @ Lucarionite
Ability: Inner Focus
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Tail
- Extreme Speed
- Swords Dance
  • Not much to say here, very powerful mid-game wallbreaker or late-game sweeper
  • Hippowdon really helps to get this in with a Yawn, or a predicted switch to something like Ferrothorn, etc.
Charizard @ Charizardite Y
Ability: Blaze
Level: 50
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Hidden Power [Ice]
- Flame Charge
  • This thing is extremely good right now, Fire Blast hits incredibly hard and a +1 Spe Charizard-Y sweeps a lot of teams
Mimikyu @ Ghostium Z
Ability: Disguise
Level: 50
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Shadow Claw
- Play Rough
- Shadow Sneak
- Swords Dance
  • Typical Mimikyu, fills in a lot of holes and provides a backstop for things like Tapu Lele, Salamence, and Gyarados
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!
 
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!
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.
 

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