[Gen7] Partner this Pokemon - SM CAP Edition [Week 9: Colossoil (Submitting)]

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reachzero

the pastor of disaster
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LucarioOfLegends' Alolan Muk

Tapu Lele shuts down literally everything that Revenankh is trying to do, and Alolan Muk deals pretty well with it.
 

emma

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DPL Champion
Congratulations to LucarioOfLegends for winning this week! You and your Pokemon will be featured in the SM CAP Partner this Pokemon HoF!

For Week 3, we'll be partnering...

Physically Defensive Pyroak! Grass / Fire leaves Pyroak with three weaknesses and key resistances to types such as Fairy and Electric, allowing it to switch into Tapu Koko and Clefable easily. It's thankful to have Stealth Rock to support its teammates and Leech Seed to gather back HP along with Leftovers. However, being weak to Stealth Rock and lacking in the offensive power stops Pyroak from being effective sometimes. I haven't seen it much, so hopefully this project will bring life to it!

Pyroak @ Leftovers
Ability: Battle Armor
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Lava Plume
- Giga Drain
- Leech Seed
- Stealth Rock

Deadline of submitting a partner Pokemon is Monday 10 PM EST (GMT -5)
 

DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
->

Dual Status Mega Sableye
Mega Sableye @ Sablenite
Ability: Magic Bounce
EVs: 252 HP / 160 Def / 96 SpD / 4 Spe
Careful Nature
- Recover
- Knock Off
- Will-O-Wisp
- Toxic
Mega Sableye is a great Pokemon to pair with Pyroak, as it provides amazing utility, hazard defense, and good Special bulk to pair with Pyroak's Physical bulk. Typing-wise, these two don't share any common weaknesses. Pyroak resists Fairy, which Mega Sableye is weak to, while Sableye resists Poison, which Pyroak appreciates from time to time. Pyroak is also a decent switch-in into Scald and Lava Plume, which often bypass Mega Sableye's ability defense. Mega Sableye is a capable Rapid Spin blocker, meaning Pyroak's Stealth Rocks will be out on the field much longer. Magic Bounce is a counter to opposing Stealth Rock and Toxic users, two things Pyroak doesn't particularly like. Knock Off is really good for Pyroak too, as eliminating items from Choice users (or just items in general) will help Pyroak live longer. Mega Sableye being a decent switch-in into Knock Off also helps Pyroak keep his Leftovers. Dual status for Mega Sableye is interesting, since it can't be Taunted and gives Pyroak a hand against otherwise prominent threats including Tomohawk (Sableye beats it one on one), [Mega] Crucibelle, (cripples it), and Tyranitar (while still a threat, it being Burned helps in the long run), among others.
 
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All-out Attacker Mega Metagross

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Thunder Punch / Ice Punch
- Bullet Punch

Mega Metagross, despite having Pyroak as a threat (in terms of physically defensive Pyroak), can also be proven to be a great partner with it. As the mega is not only resistant against Rock and Flying-type moves as well as not being effected by Poison-type moves, it can be a really good partner in terms of Offense. Meteor Mash and Bullet Punch, 2 moves being the main STABs of Mega Metagross, is very useful as it can check for Rock users threatening Pyroak, whether or not they are choiced or not (just hope you get a boost after running Meteor Mash, as it can physically KO any Rock-type users like Stratagem). Zen Headbutt, a Psychic STAB of Mega Metagross, comes in handy when you want to check for any poison-type pokemon that can potentially kill Pyroak. Thunder Punch or Ice Punch are very useful since that as Tough Claws improves the power of these 2 specific moves (it goes for the same towards the other physical moves in the Mega Metagross set). These 2 moves are very useful because that it can check for any Flying-type threat (whether it is a Zapdos, Celesteela, Skarmory, Landorus-T Mega Pidgeot, and so on) that is able to check for Pyroak. In the case of Pyroak, it is neutral towards the super-effective moves that can threaten Mega Metagross, and can easily tank it (despite it being Physical Defensive).
 
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reachzero

the pastor of disaster
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Arghonaut @ Leftovers
Ability: Unaware
EVs: 252 HP / 240 SpD / 16 Spe
Careful Nature
- Waterfall
- Earthquake
- Toxic
- Recover

Pyroak is unfortunately set-up bait for Charizard-X, an extremely dangerous Pokemon, and Arghonaut is an excellent answer to it. SpD is better in this case to counter Manaphy and because Pyroak is already physically defensive. Counters Mollux, which totally shuts down our Pyroak set. Pyroak resists Fairy, Grass and Electric, which makes it amazing at protecting Arghonaut. A great beginning to a defensive team, with the third Pokemon a Flying resist.
 
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emma

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DPL Champion
Sorry, I was sick yesterday and totally forgot!

DarkSlay's Mega Sableye
Sundar's Mega Metagross
reachzero's Arghonaut


Voting ends Wednesday 10 PM EST (GMT-5)

Do Not Vote for Yourself

Happy 2017 :))
 

LucarioOfLegends

Master Procraster
is a CAP Contributor
DarkSlay's Mega Sableye

There are plenty of Poison Types in CAP, as well as an influx of Faeries, so these two work well together.
 

emma

is a Forum Moderatoris a Community Contributoris a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Smogon Discord Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Dedicated Tournament Host Alumnusis a Past SPL Championis a Past SCL Champion
DPL Champion
Congratulations to DarkSlay for winning this week! You and your Pokemon will be entered into the Hall of Fame!

DarkSlay: IIIII
Sundar:
reachzero: III


For Week 4 we'll be parterning...

Support Fidgit! Persistent makes Fidgit the best Trick Room (or Tailwind) setter in the CAP Metagame as it can set Trick Room for 7 turns instead of 5, allowing for its partners to do much damage. Also, with it's high speed, it can get a slow U-Turn into a sweeper or set up hazards outside of Trick Room. However, it can't do much damage considering it mostly only uses Rapid Spin as an attack. It's been pretty popular in SM, so hopefully those who have used it can submit!

Deadline is Monday 10 PM EST (GMT-5)

Fidgit @ Black Sludge
Ability: Persistent
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
IVs: 0 SpA
- Trick Room
- U-turn
- Rapid Spin
- Spikes
 
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Slows the name, goin with the flow is my game...
Slowbro @ Slowbronite
Ability: Regenerator
EVs: 248 HP / 232 Def / 28 SpD
Relaxed Nature
IVs: 0 Spe

- Scald
- Psyshock
- Slack Off
- Calm Mind

Slowwww.......bro resists all of Fidgits weaknesses excluding ground, but seeing as most ground types a mostly physical and are also weak to water I'd say it's ok ;). Ok on to why Slowbro is perfect, I'll start with the stats, Slowbro has 30 base speed that means it's a monster in TR the only threat would be Mega Sableye bit since Megastones can't be knocked off + the fact Slowbro has a high defence stat + Sableyes crappy attack stat ima go ahead and say it's fine. Next is the abilities Regenerator and Shell Armor first of all let's talk about Regenerator it's great to spam it + U-Turn Fidgit, it also allows Slowbro to be a great early-game pivot, now on to Shell Armor....yeah I've got nothing, although preventing crits is always nice! Scald is one of the two STAB attacks it, it's also for that juicy burn, to hopefully lower the attack stat of most physical attackers, lookin at you Tapu Bulu! Psyshock is the second STAB attack, it also hurts most of the pokemon that you'd see on an opposing trick room team including Crabominable. Slack Off is for that sweet sweet recovery and Calm Mind is for setting up late game. Tapu Koko is a big threat to Slowbro luckily we have Fidgit to wall the likes of koko!
 
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"Nobody cared who I was until I put on the mask."
-Bane
Bone Bane
Marowak-Alola @ Thick Club
Ability: Rock Head
EVs: 248 HP/ 252 Atk/ 8 Def
IVs: 0 Speed
Brave Nature
- Flare Blitz
- Shadow Bone
- Earthquake/Bonemerang
- Swords Dance
Sun and Moon have been a boon to Trick Room, breathing a new life into it this generation, and Marowak-A is one of the strongest Trick Room users this gen, with incredibly low speed, and a base attack stat of 80, backed by Thick Club, standing at a whopping 568 attack with zero setup. 568 still not enough for you? He's got access to Sword's Dance for your setup leisure. And at 45 base speed, gettin' all the way down to an 85 total speed stat, Marowak-A's gonna be using that beastly attack first a lot.

Marowak-A likes to throw around recoil-less Flare Blitzes like nobody's business, and his other STAB in Shadow Bone is great, whacking those Psychics who hit Fidgit super-effectively, and knocking those Ghosts that can spin-block Fidgit for a loop, as well as having a 20% chance to lower the defense of whatever he doesn't kill. His Fire STAB covers Fidgit's Ice weakness, and Fidgit can spin away those pesky Stealth Rocks that make Marowak-A's life a Never-Ending Nightmare. (Get it?? ;D) You think you can come in with a Fire-type and resist his STAB? Have fun watching him smack down your Fire-types by throwing his dead mama's thigh at 'em, or making the ground tremble and lurch beneath their feet. Even the Flying-types who are immune to his Ground attacks, such as Cawmodore and Tomohawk, he can just smash 'em in the face with a Flare Blitz.

All in all, with Marowak-A's blistering speed inside Fidgit's Trick Room, and his great Attack, doubled by a Thick Club and backed by powerful, recoil-less STAB, makes him an excellent abuser and defender of Fidgit's setup. And y'know the best part? He's not walled by Skarmory! :D gg, you flying fortress!

Some numbers:

252+ Atk Thick Club Marowak-Alola Flare Blitz vs. 252 HP / 252+ Def Skarmory: 354-416 (105.9 - 124.5%) -- guaranteed OHKO

252+ Atk Thick Club Marowak-Alola Earthquake vs. 252 HP / 252+ Def Heatran: 476-564 (123.3 - 146.1%) -- guaranteed OHKO

252+ SpA Heatran Earth Power vs. 248 HP / 0 SpD Marowak-Alola: 260-306 (80.4 - 94.7%) -- guaranteed 2HKO

252+ Atk Heatran Earthquake vs. 248 HP / 8 Def Marowak-Alola: 170-202 (52.6 - 62.5%) -- guaranteed 2HKO
If Heatran is holding an Air Balloon, Marowak-A will always break its balloon with Shadow Bone, survive an Earth Power or Earthquake (barring a crit or Specs or Band), and KO back with Earthquake.

252+ Atk Thick Club Marowak-Alola Flare Blitz vs. 4 HP / 0 Def Cawmodore: 494-584 (204.1 - 241.3%) -- guaranteed OHKO

252+ SpA Tomohawk Earth Power vs. 248 HP / 0 SpD Marowak-Alola: 238-282 (73.6 - 87.3%) -- guaranteed 2HKO

252+ Atk Thick Club Marowak-Alola Flare Blitz vs. 252 HP / 252 Def Tomohawk: 262-310 (63.2 - 74.8%) -- guaranteed 2HKO
Marowak-A will survive Tomo's Earth Power, and since Nature Power turns into Tri-Attack, a normal type move, in a lack of Terrain, Tomohawk will have no priority attack to hit Marowak-A, giving Marowak-A the second move he needs to score the KO.

0 SpA Slowbro-Mega Scald vs. 248 HP / 0 SpD Marowak-Alola: 260-308 (80.4 - 95.3%) -- guaranteed 2HKO

252+ Atk Thick Club Marowak-Alola Shadow Bone vs. 252 HP / 80+ Def Slowbro-Mega: 228-270 (57.8 - 68.5%) -- guaranteed 2HKO
Again barring a crit, Marowak-A will win if he gets the switch-in attack against Mega Slowbro.

252+ Atk Gliscor Earthquake vs. 248 HP / 8 Def Marowak-Alola: 266-314 (82.3 - 97.2%) -- guaranteed 2HKO

252+ Atk Thick Club Marowak-Alola Flare Blitz vs. 252 HP / 252 Def Gliscor: 211-249 (59.6 - 70.3%) -- guaranteed 2HKO after Poison Heal
Even in this very unlikely situation against Gliscor, Marowak-A still survives one hit by a super-effective Earthquake, and 2HKOs back with a faster Flare Blitz.

252+ Atk Thick Club Marowak-Alola Shadow Bone vs. 252 HP / 252+ Def Tapu Lele: 380-450 (110.4 - 130.8%) -- guaranteed OHKO
Just 'cause I hate Lele.

Wouldya look at all that damage? Even against mons stacked against him, Marowak-A comes with no Z-Moves or setup necessary, just fast, powerful attacks breaking through everything in sight. You scared of Trick Room yet?
"Come now, CAPer, now is not the time for fear. That comes later."
- Alolan Marowak
 
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DarkSlay

Guess who's back? Na na na! *breakdances*
is a CAP Contributor Alumnus
Thanks all! Let's see if I can make it two in a row with this oddity of a partner.

Swords Dance Dhelmise
Dhelmise @ Ghostium-Z
Ability: Steelworker
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Swords Dance
- Power Whip
- Anchor Shot
- Shadow Claw
Trick Room being extended an extra two turns affords some slower powerhouses a turn to set up and sweep. Swords Dance Dhelmise hits incredibly hard, as it sports a nasty 131 Attack stat and three STAB options thanks to Steelworker. After one boost, Dhelmise hits a whopping 794 attack stat. That's good stuff. +2 Power Whip or Anchor Shot OHKO's most of the tier, and Shadow Claw does either massive damage or OHKO's the rest. Ghostium-Z turns Shadow Claw into a 140 BP move, which has the potential to OHKO Physical Skarmory, SpD Celesteela, and the standard Heatran set after some prior damage. The idea is to KO the check/counter, then sweep with Power Whip + Anchor Shot + Shadow Claw the remaining three turns of Trick Room. In terms of synergy with Fidgit, Fidgit often draws in bulky Grounds or Waters, which a slow U-Turn or even a straight switch-in usually is resisted by Dhelmise. Fidgit also draws in Psychic attacks, which while Dhelmise doesn't resist, it can at least revenge late game with Ghost STAB. The duo is both weak to Ice, but Ice attacks are generally found on Water-types anyway, and most relevant Ice-types are faster than Fidgit and will get hit with a U-Turn to something better on the team, meaning that Fidgit is usually fine for later usage. Dhelmise also appreciates Spikes, which can put pressure on repeated switch-ins if it wants to just attack instead of boost (which it can do mid-game). No Spinning on Dhelmise, too.

Some calcs:
+2 252+ Atk Dhelmise Never-Ending Nightmare vs. 252 HP / 252+ Def Skarmory: 288-339 (86.2 - 101.4%) -- 12.5% chance to OHKO
+2 252+ Atk Dhelmise Never-Ending Nightmare vs. 252 HP / 252+ Def Celesteela: 357-420 (89.6 - 105.5%) -- 37.5% chance to OHKO
+2 252+ Atk Dhelmise Never-Ending Nightmare vs. 252 HP / 0 Def Heatran: 481-567 (124.6 - 146.8%) -- guaranteed OHKO
+2 252+ Atk Dhelmise Never-Ending Nightmare vs. 248 HP / 16+ Def Scizor-Mega: 339-400 (98.8 - 116.6%) -- 93.8% chance to OHKO
 
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snake

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CAP Co-Leader

Tapu Bulu @ Life Orb / Expert Belt
Ability: Grassy Surge
EVs: 232 HP / 252 Atk / 24 Def
Brave Nature
IVs: 0 Spe
- Wood Hammer
- Horn Leech
- Zen Headbutt
- Stone Edge / Superpower
So a lot as happened with Trick Room in Gen 7, especially in CAP. I'm sure everyone's played against one of my Trick Room teams lately, and after getting beaten by Granny Pie to Marowak-A, I'm posting Tapu Bulu.

You might be thinking, "Isn't Tapu Bulu, at base 75 speed, a little fast for a Trick Room team?" That's honestly the only flaw with Tapu Bulu on Trick Room teams, that sometimes it gets outslowed by other 0 speed foes. Aside from one of the best secondary setters we got from Gen 7, Magearna, and one of the hardest hitters in the game, Marowak-A, Tapu Bulu is probably the best offensive supporters for Trick Room.

For one, lots of Trick Room abusers either are neutral or weak to Ground-type moves. Not only does Tapu Bulu provide an excellent Ground-type resist to the team, it also summons Grassy Terrain, which deters Earthquake users (but not Earth Power users, sadly). Grassy Terrain's debuff to Earthquake can help Fidgit (I prefer a bulkier set) set up another extended Trick Room or Tapu Bulu's other teammates, commonly Fire-types that are also weak to Earthquake.. In addition, most Trick Room teams are set to hit as hard as they can, so most of the time, Leftovers is a subpar option, as whatever is holding it could be holding a Life Orb or Choice items to net OHKOes/2HKOes. Fortunately, Grassy Terrain can provide passive recovery for these users, allowing them to avoid more KOes.

This Tapu Bulu set looks fairly standard, but since it can move before the opponent most of the time, being able to switch between Wood Hammer and Horn Leech is fantastic. As a result, Life Orb or Expert Belt are great options for Tapu Bulu's item. Grassy Terrain even helps to mitigate Life Orb recoil. Zen Headbutt hits Mega Venusaur and Mollux, which can be annoying to Tapu Bulu's common partners; whereas Stone Edge hits Mollux and Pyroak, also annoying to Tapu Bulu's common partners. 232 HP / 24 Def lives...something from full HP. I can't remember atm, but I'll be calcing and will edit when I figure it out lol. 252 Atk, a Brave nature, and 0 IVs in Speed maximize Tapu Bulu's attack and minimize its speed.

Fire-types are excellent partners for Tapu Bulu, as they appreciate Tapu Bulu's Water- and Ground-type resistances, the benefits of Grassy Terrain, and Tapu Bulu's typing and coverage to lure and break past annoying Grass-types such as Mega Venusaur and Pyroak.
 
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Magearna @ Shuca Berry
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Fleur Cannon
- Flash Cannon
- Volt Switch
It's never a bad idea to have a backup setter on a Trick Room team, and Magearna's typing and stat distribution make it a great candidate for the job. Though Fidgit and Magearna do share a Ground weakness, this can be patched up fairly well with Shuca Berry (lefties aren't really necessary), allowing Magearna to get off another use of TR against Pokemon it normally wouldn't be able to, such as Landorus-T. The set itself is pretty straightforward. Max HP and SpA, minimum Speed, Trick Room, STABs to hit stuff, and Volt Switch to pivot out to a breaker.
 

emma

is a Forum Moderatoris a Community Contributoris a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Smogon Discord Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Dedicated Tournament Host Alumnusis a Past SPL Championis a Past SCL Champion
DPL Champion
Sorry :S

KrazyCake's Slowbro
Granny Pie's Marowk-A
DarkSlay's Dhelmise
snake_rattler's Tapu Bulu
sparktrain's Magearna

Voting Ends Wednesday 10 PM EST (GMT - 5)
 
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