Project SM OU Weekly Research [Round 16: Greninja & Mega Latios]

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Ktütverde

of course
is a Top Tiering Contributor Alumnusis a Former Smogon Metagame Tournament Circuit Champion
Just wanted to say grats to Qplaz , your format is so enjoyable ! It's a real pleasure to read it :)
Where do you find the "sprites" of the items? I 'm sure it will help us make more colourful posts
 

Indigo Plateau

is a Community Leaderis a Top Tiering Contributoris a Community Contributor Alumnusis a Contributor Alumnusis a Past SCL Champion
UU Leader
Wrapping up the previous week, we'll be adding this post on Nihilego by Qplaz and this post on Gyarados by Baloor.

This round we have two fighting types, both with different roles. Keldeo can pick between choiced sets and CM + Taunt to shut down Toxapex, which is everywhere, and Mega Lopunny can be a nightmare vs. offensive teams and still has the adequate movepool to annoy fatter builds with PuP and Encore. This round will end on Saturday, November 4 @ 11:59 PM EDT GMT -4. Good luck!

 

Keldeo

Overview

Keldeo has been one of the most consistent Pokemon ever since its introduction, only dabbling to UU in early Sun & Moon. It is one of the best Water-type if not the best Water-type available in OU. Currently Keldeo has been seeing some variations in its sets, from Choice Specs to Choice Scarf and Waterium Z to Sub Calm Mind. Waterium Z is probably its best set right now because it is able to set up on otherwise would be checks such as Mantine and Toxapex; Choice Scarf is still a really good set, because it can revenge kill many threats such as +1 Volcarona and Ash Greninja.


Teams
@
Keldeo-Resolute @ Waterium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Calm Mind
- Taunt

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Pursuit
- Fire Punch
- Crunch

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 244 HP / 212 Def / 20 SpD / 32 Spe
Impish Nature
- Earthquake
- Stone Edge
- Hidden Power [Ice]
- Stealth Rock

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Thunder Wave
- Defog

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 76 Def / 124 SpD / 60 Spe
Careful Nature
- Knock Off
- Bullet Punch
- Swords Dance
- Roost

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 252 HP / 28 Def / 228 SpD
Sassy Nature
- Giga Drain
- Knock Off
- Hidden Power [Fire]
- Earthquake


Keldeo is the main breaker of the team, being able to break troublesome mons such as Mantine and Toxapex for this team. Tyranitar Pursuit traps common Keldeo answers such as Latios and Latias. Landorus-Therian checks Pokemon such Zygarde and sets up Stealth Rocks reliably. Latios is the Choice Scarf user of choice to Defog away hazards, i opted to go with Thunder Wave over Trick to permanently cripple Ash-Gren. Mega Scizor can deal with Fairy-types, it also has a bit of a weird spread, it outspeeds AV zone while avoiding being 2HKOD by Choice Specs psychic from Tapu Lele, the rest was dumped into phys def. Tangrowth is the secondary Ground resist if Landorus-Therian goes down.


@
Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Secret Sword
- Hydro Pump
- Scald
- Stone Edge

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Earthquake

Latias @ Latiasite
Ability: Levitate
EVs: 252 HP / 40 Def / 216 Spe
Timid Nature
- Defog
- Recover
- Ice Beam
- Thunderbolt

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Landorus-Therian @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Stealth Rock

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
- Fleur Cannon
- Iron Head
- Hidden Power [Fire]
- Volt Switch


Choice Scarf Keldeo was the main Pokemon that i built around as i really like it as a set still. Tyranitar can Pursuit trap common Keldeo answers such as Latios and Latias to let Keldeo spam its STAB moves. I chose to add Mega Latias to check Fighting-types that can easily plow through my team such as Keldeo, Mega Medicham, and Mega Lopunny. I added Rotom-Wash as my rain check. Added Rockium Z Landorus-Therian gives me access to rocks and really threatens balance builds which looked really annoying. Magearna checks mons such as Tapu Lele so i dont get destroyed by it.


@

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Hydro Pump
- Scald
- Hidden Power [Electric]

Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 132 Def / 128 SpD
Relaxed Nature
IVs: 1 Atk
- Giga Drain
- Synthesis
- Sludge Bomb
- Hidden Power [Fire]

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Toxic
- Magma Storm
- Earth Power

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 76 Def / 180 SpD
Sassy Nature
- Heavy Slam
- Leech Seed
- Flamethrower
- Protect

Landorus-Therian (M) @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Fly
- Swords Dance
- Gravity

Mantine @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 136 Def / 124 SpD
Calm Nature
- Roost
- Scald
- Toxic
- Defog


The main breaker of this team is Choice Specs Keldeo, i chose Hidden Power Electric to hit Mantine which my team generally struggles against. I added Venusaur because it's generally a solid mon and can annoy Pokemon such as Kartana. Added Heatran for Stealth Rocks as well as a Fire-type immunity and a Psychic-type resist for against Tapu Lele. Added Celesteela as my Ground-type check, it can really annoy teams without a Grass-type with Leech Seed. I decided to add Landorus-Therian, it gives me another Ground-type immunity while destroying Grass-types with Supersonic SkyStrike. Lastly i added Mantine as my bulky Water-type and its Defogging capabilities.


Teammates​

Pursuit trappers can remove the most common checks to Keldeo such as Latios and Latias for Keldeo to let it spam its STAB moves, Mega Tyranitar can also set up Stealth Rock for Keldeo greatly benefitting it.


Hazard setters such as Ferrothorn, Skarmory, Landorus-Therian, and Mega Tyranitar can all set up hazards for Keldeo which lets it nail quite a few KOs, the latter also Pursuit traps Latios and Latias.


All of these Fire-types can take out Pokemon such as Mega Venusaur, Amoonguss, and Tangrowth which Keldeo struggles with, the latter can also set up Stealth Rock.


Steel-types can easily beat troublesome Fairy-types for Keldeo such as Tapu Bulu, Magearna, Tapu Koko, Latios, Latias, and Tapu Lele, respectively. Some of these can also gain momentum to bring in Keldeo against the opponent.

Conclusion
Keldeo is over all a very good Pokemon and that will probably stay like that for a while, it does have some flaws that prevent it from being a top tier threat, however those can be patched up with team members and make it a very threatening wallbreaker/cleaner.​
 
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Just wanted to say grats to Qplaz , your format is so enjoyable ! It's a real pleasure to read it :)
Where do you find the "sprites" of the items? I 'm sure it will help us make more colourful posts
thanks for the feedback! I get the item sprites from the serebii item dex, which has traditional sprites as well as minisprites available for use. A few links for common items:


Also, I'll be doing Lopunny this week
 

Anish

luckynbad
is a Tiering Contributor Alumnus
ill take keld. just a quick question, is it ok if instead of testing these teams on ladder if i ask friends for games and test my mon vs them. i wont have the sheer quantity (maybe have 15 or 20 games) but it may be more accurate since ladder is behind on a lot of meta trends as well.
 
Lopunny-Mega

Overview
Ever since it's release in generation 6, Mega Lopunny has been a consistant threat in the OU metagame. Despite dipping in popularity immediately following it's SM re-release, it has again risen to become one of the more threatening pokemon in the tier. Possessing a blistering speed stat of 135, placing it as the equal second fastest unboosted mon in the tier, Lopunny is extremely threating to offensive builds who often have limited counterplay to it. Additionally, thanks to it's Power Up Punch + Encore set, it also isn't dead weight against more defensively inclined builds, as it can punish pokemon that choose to recover or set up hazards against it and proceed to use PuP or simply click an attack.
All isn't good for Lopunny, however, as its poor bulk leaves it exceptionally prone to revenge killing by scarfers. Worse still, every relevant scarfer except greninja can kill it after the smallest amount of chip, which hampers its cleaning ability to an extent. Additionally, it is prone to priority, like Ashninja's water shuriken and Mega Pinsir's quick attack, both of which have an easy time killing Lopunny with little to no chip. Finally, Lopunny still struggles with certain physically defensive pokemon, like clefable and skarmory, despite being able to pressure them with pup + encore. This can, however, easily be alleviated by support from a breaker.


Sets

Lopunny has quite a shallow (but adequate) movepool so there's really only one set:

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- High Jump Kick
- Power-Up Punch
- Encore / Fake Out / Ice Punch

Lopunny has a pretty shallow movepool so it really only has one set. The 3 main moves are pretty self-explanatory, while the filler can vary depending on what the team needs. However, I often found myself splashing encore as it allows lopunny to pressure bulkier teams a lot easier, and lando is pretty easy to wear down offensively while the extra revenge killing prowess is often unneeded. Asides from fake out, encore and ice punch, you could also try substitute or healing wish I suppose, but you'd be missing out on the utility against offense, bulky teams and lando respectively. There's also copycat if you want to be like that (we've all seen the replay) so thats a thing too.

Teams




This is a pretty standard Lopunny build. The team uses Kartana to pressure opposing walls, while the defensive backbone is by no means passive and can also whittle down the opposition to allow Lopunny to do its thing late game. Overall quite a straightforward team
http://replay.pokemonshowdown.com/gen7ou-654687582



Another team that uses SD Kart, this team uses all 3 hazards to wear down the opposition team. Jirachi is an interesting pick here as it can force plenty of switches, pivot, and abuse tspikes thanks to its flinching abilities. One could potentially run like koko > gren, although missing spikes wouldn't be ideal.



It looks and sounds weird but bear with me. This is honestly my favourite lopunny team that I've made, its really fun to use and kinda funny too. Doom Desire Jirachi benefits lopunny immensely by pressuring many of the physically defensive pokemon that like to pivot into lopunny (e.g. Clef, Mew, Lando) and either killing them outright, killing them with help from Lopunny, or forcing them to recover so that they can be locked into a healing move with encore. DD also means that Lopunny isn't dead weight against stall (!!!). It also benefits ashninja by doing about 20 or 30 to ferro and a similar amount to pex, so that dark pulse from ninja has a decent chance to kill. SD Lando is here because I was a bit worried about the balance matchup so I just splashed this, the amount of pressure it puts on a lot of fatmons is also good for Lopunny. As for the Jirachi set, I used thunder because I wanted to punish shit like steela and pex that might want to come in to eat the DD and who doesnt like some easy para, but there's no reason why you couldn't use literally anything else (probably iron head with a minus defense nature, as you're not really pivoting into physical moves bar like uturn, or flash cannon if you're not worried about gearna). There are probably also too many speed EVs, im outpacing jolly bulu rn but less might be worthwhile so it can eat more hits. Overall a very fun team though
http://replay.pokemonshowdown.com/gen7ou-654686579 s/o N01syBoy for testing


Good Partners
Strong Physical Breakers-

These mons are all quite good at chunking a lot of the physdef mons that chunk lopunny, allowing it to have an easier time cleaning late game. Physical wallbreakers, in particular, are good because the things they pressure overlap a lot better with mlop but there's no reason why you couldn't run some special breaker with checks that overlap with lopunny (its just that are almost none of them, KyuB being the closest thing I can think of). I pretty much found myself always running kartana but thats not to say that the others don't work
Pivots-
etc
Lopunny has issues coming in thanks to its poor bulk, so pivots can alleviate this. A lot of these pivots also have checks that are either beaten or shared by lop, so the benefit is twofold (for example ferro for koko; lots of physdef mons for Lando, etc.). Overall, they just make it easier for lopunny to clean late game by keeping it healthy and gradually wearing down opposing teams

Defensive Backbone-
etc.
As mentioned above, Lopunny has poor bulk and is thus prone to revenge killing by scarfers despite its high speed tier, so a defensive backbone can alleviate this. Additionally, with hazard support, the switches that can be forced by this can further wear down opposition teams so lopunny can clean easily.

Hazards-

Hazards are incredibly important for Lopunny's ability to function over the course of a game, allowing it to get kills against many potential walls (that aren't flying or carry magic guard). A good example of this is how Lopunny actually requires one spike to guarantee the OHKO on mixed ferrothorn from full (avoiding a 35% chance to OHKO without). Toxic spikes are also nice because they put several defensive answers on a timer, although regular spikes are far more effective as Lopunny struggles to stall for tspikes damage of its own accord. Even though I swore I'd never even think about Nihilego again it is a decent partner as it pressures pex and mew so that lopunny can lock them into recover with encore without needing to risk a burn. The fact that it isn't as consistent as other tspikes setters is less of an issue given that this hazard is less essential for lopunny than it is for many other mons (that isn't to say that tspikes don't help, however)

Conclusion
Lopunny is overall an effective Pokemon to use in the current OU metagame. All of its flaws can be alleviated in one way or another, whether that be its poor bulk through defensive backbones or issues with defensive pokemon through strong breakers, and it can pressure offensive and balanced teams alike. I would highly recommend using this pokemon, as it is great fun to play with and very rewarding to use.
 
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Anish

luckynbad
is a Tiering Contributor Alumnus

Overview
Keldeo has been a consistent powerhouse ever since its release in BW. Despite falling off a little from its ORAS usage, and the prevalence of new checks such as Toxapex and Mantine, Keldeo remains a important Pokemon in OU. Keldeo has decent defensive stats, is moderately fast, but has access to moves such as Secret Sword, as well as Taunt, Calm Mind, and Substitute. This makes Keldeo fairly versatile, giving it the ability to run Choice Scarf, Specs, as well as Waterium Z and Fightinium Z Calm Mind + Taunt set, or Substitute + Calm Mind, either functioning as a breaker or a Scarfer. Keldeo also provides utility by soft-checking Mega Scizor, Tyranitar, and somewhat helping in the Greninja matchup. Nevertheless, Keldeo also faces difficulties in OU. The prevalence of Pokemon such as Toxapex and Latios which pose as solid checks annoy Keldeo, and while Keldeo possesses a decent speed stat, it is prone to Pokemon such as Tapu Koko, and Calm Mind + Z Move sets also are extremely prone to chip damage.

Sets
@ Waterium Z/ Fightinium Z
Keldeo-Resolute @ Waterium Z/ Fightinium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Calm Mind
- Taunt

This set mainly functions as a breaker, because Taunt + Calm Mind puts pressure on Defensive teams, but it also has a decent Speed tier meaning it can still do fine versus faster teams. This set isnt as Toxapex bait due to its access to Taunt to prevent the haze, but Toxapex can still fish for a Scald burn. The Z Move gives Keldeo a lot of power, allowing it to wear down Pokemon like Scarf Latios as well, and this Pokemon can be a nightmare to switch into. Waterium Z allows Keldeo to break Unaware Clefable better and also break MG Clef with more ease, and is stronger than Z Secret Sword, but Fightinium Z eases the Tangrowth matchup while also doing better against Pokemon like Alomomola, and appreciates the rise of no Unaware stall on a lot of teams. This set is fairly prone to chip and dislikes Scald burns from Toxapex, and also can be revenge killed by Scarfers.


@ Choice Scarf


Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Secret Sword
- Icy Wind / Toxic / Hydro Pump
- Scald
- Stone Edge / Hydro Pump

This set mainly is used for utility, it is a pretty sturdy Water-type scarfer which helps with rain and softchecks Ash Gren, especially with many dropping Extrasensory in favor of Spikes. Scarf Keldeo can use Scald to get some chip damage on burns and threaten physical mons out, and has access to Stone Edge to revenge kill Volcarona. Nevertheless, Keldeo remains extremely Toxapex bait which can set Toxic Spikes on it, while Pokemon like Latios can also come in relatively freely. This Pokemon rarely functions as a cleaner due to the prevalence of Pokemon such as the aforementioned Latios and Toxapex, as well as other Pokemon such as M Venusaur and Tangrowth and even AV Magearna at times.


@ Leftovers

Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Calm Mind
- Substitute

Sub CM Keldeo is on the rarer side, and most teams prefer regular CM with a Z Move, however imo SubCM Keldeo does have its perks. Leftovers haves it less prone to chip while it can still dodge Status using Substitute. While this set feels like it gets checked by Toxapex, and it certainly does to an extent, it can have a long run PP war because Toxapex is often forced to stay in versus Substitute + CM Keldeo due to a lack of a secondary check, unless the Toxapex user wants to play aggressively, making it into a long term PP war. Toxapex dropping Black Sludge in favor of the Payapa Berry are more prone to gradual chip through Scald burns as well, and this set can usually keep itself fairly healthy throughout the game. Substitute also makes this harder to revenge kill.

@ Choice Specs
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Hydro Pump
- Scald
- Hidden Power [Electric]

This set is fairly powerful and contains surprise factor scouting for Calm Mind or Scarf Keldeo, and can 2HKO Pokemon like Tangrowth after Stealth Rock with Secret Sword, as well as doing considerably more to Latios. The main issue this set faces is Toxapex, which deals with it fairly well and can take advantage of it, and this set isnt great in a balance/stall matchup, or versus Pex BO, as well as Mega Venusaur punishing this set. In my opinion, the only reason to be using Specs Keldeo is if you use some Pokemon like Reuniculus, which can aid in the stall and balance MU, as well as punishes Poisons like Toxapex or Venusaur, but appreciates Keldeo pressuring Dark types like Tyranitar.


Teams



I built this around a Specs Latios + Scarf Kartana core,then I chose Fightinium Keldeo to wear grasses down for kart. FatLando + AV Magearna are a cool defensive backbone, and Mega Aerodactyl was a pokemon which gave the team a flying resist, another fire resist, as well as Pursuit, and more speed control, and appreciates Steels being weakened, but RP Mega Diancie is probably more solid (but less flames). Honestly, team is p cool overall and done decently while testing, Clefable stall can be annoying but you can bluff Waterium Keld or Trick on Lati , or just Taunt Clefable down.



This is a team Sun passed me, shoutouts Sun, but this team just uses DD MegaTar , and also aims at wearing down Grasses through repeated Volt Switching, with a LandoT + Magearna backbone.



This is just a Lele Zam team which is pretty cool. I saw this in an OLT game and stole it, but LeleZam is fairly formulaic so I would have probably ended up with a similar team. Basically Keldeo pressures Steels which annoy Zam + Lele, and fits as a cool breaker on this team, as well as punishing mons like SpD Jirachi. Keldeo likes Dual Psychics pressuring its checks, but I think this is one of the few Keldeo teams that can get away without TSpikes removal



wishkiller, doesnt need any further explanation

Good Partners

Pursuit Trappers

Keldeo dislikes the Lati twins which annoy it, so Pokemon like Tyranitar which can provide Pursuit are often nice partners. Tyranitar is also a great Pokemon right now, and can help with Shattered Psyche Volcarona, which can threaten Keldeo. Rocks Mega Tyranitar can also be used with Keldeo, though it needs to be paired with a good way to pressure Toxapex. You can also use other Pursuit trappers like Weavile(its pretty bad though), Pursuit Scizor, or Mega Aerodactyl (only mentioning bc I have a Maero fetish)

Psychic-type Breakers

Keldeo fits well with Psychic breakers like Specs or CM Lele, Specs or CM Latios, Hoopa Unbound , as well as exert some pressure on fat Waters/Grasses. In return, Keldeo can often pressure Darks such as BandTar which trap them. Mega Medicham can also fit a similar role, but the aforementioned Psychics fit a little better.

Toxic Spikes removal

As I mentioned above, Keldeo is often annoyed by Pex, which sets TSpikes and wears Keldeo down, so having a good countermeasure to TSpikes is always cool. Pokemon like Defog Latios, Mega Venusaur, Toxapex, or Zapdos work decently.

Certain Set Up Sweepers

Pokemon like Dragon Dance Mega Tyranitar or QD Volcarona can set up on certain Keldeo checks like Latios/ Tangrowth respectively. Volcarona can pressure Toxapex by using Shattered Psyche.

Conclusion
Keldeo is a fairly versatile Pokemon which performs a lot of utility and can help the team in many ways. It can be a breaker or provide speed control, and also has access to other rarer sets such as Specs or Sub CM, but you have to be aware of checks like Toxapex and the Lati twins.

Replays (sorry if i didnt get many good ones, was midway thru this and found my love for maero)
http://replay.pokemonshowdown.com/gen7ou-652787166
forgot to save replay where keld 6-0d doubleswitches using the doom desire rachi team, and had a couple of private replays where i forgot the link oops
 
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Indigo Plateau

is a Community Leaderis a Top Tiering Contributoris a Community Contributor Alumnusis a Contributor Alumnusis a Past SCL Champion
UU Leader
Sorry for the brief delay, just got my new laptop so time to get back on track. Thanks to everyone for their submissions; we'll be adding Qplaz's on Mega Lop and Anish's post on Keldeo to the HoF.


Magnezone has increased the amounts of sets it can run, as Substitute, AV, Scarf, and Specs all have different uses. Volcanion has picked up hype recently and seen some usage in Snake (I've never used it so that'll be interesting). Deadline is Monday, November 13 @ 11:59 PM EST GMT -5. Good luck! Extra points for replays :toast:
 
Magnezone

Overview
y now, I'm pretty sure that we're all aware what Magnezone does- it traps steels, and it traps steels well. Ever since the banning of dugtrio, it has been one of OUs premier trappers, being able to make many a defensive threat across a game unusable due to the risk of it being caught by magnet pull and removed. In addition to this, Magnezone has an excellent defensive typing (providing the most resistances and immunities out of any pokemon ignoring abilites) which allows it to check the likes of Tapu Koko, Tapu Lele, Magearna without Focus Blast, Clefable and Latios, although it is prone to being worn down.
Despite its ability, however, there are some steel types that Magnezone struggles to trap. The most prominent of these are Magearna, which can use its phenomenal bulk to shrug off any of Magnezone's attack bar Gigavolt Havoc (if offensive) and either volt switch out or kill in return. Heatran, too, can shrug off most attacks and KO back in return. Less common threats such as Jirachi and Excadrill are also somewhat tough to trap. Luckily, all of these threats lack reliable recovery so are easier to wear down. Zone's typing also leaves it weak to Ground, Fighting, and Fire, all of which are common offensive types in OU.

Sets
@
/

Magnezone @ Electrium Z / Steelium Z
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Modest / Timid Nature
- Substitute
- Thunderbolt
- Flash Cannon
- Hidden Power Fire

Probably the best magnezone set atm, these z-moves allow magnezone to shred through several different mons. Electrium is very good for trapping celesteela and chunking heatran, something that most other zone sets cannot do, while steelium can potentially be used as a lure for ground types like lando, zyg, chomp etc. However, I found this worked better on paper than it did in practice. Substitute is really nice too as it makes trapping ferro really really easy, even against rain teams and the like. The rest is self-explanatory

@

Magnezone @ Assault Vest
Ability: Magnet Pull
EVs: 136 HP / 192 SpA / 180 Spe
Modest Nature
- Volt Switch
- Hidden Power Fire
- Thunderbolt
- Flash Cannon

Vest Zone uses it's defensive typing to its advantage in this pivot set, which allows it to check threats such as koko, lele and the like throughout the game. While it is prone to being worn down, it still works with some defensive support. It does struggle to trap things like Ferrothorn and Celesteela, but in more cases than not you only need to chip these to about 30% before they're reduced to sac fodder.

@

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power Fire
- Flash Cannon
- Volt Switch

Scarf Zone is a little slow as a scarfer, failing to outspeed things above 360 speed. However, it manages to outspeed most breakers, meaning that it is a decent pick for some bulkier offenses and the like. The lack of speed can also be made up for by pairing it with faster teammates or priority. Again this set can struggle to effectively trap ferro and steela but it does chip them to a decent level.

@

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 4 HP / 252 SpA / 252 Spe
Modest / Timid Nature
- Thunderbolt
- Hidden Power Fire
- Flash Cannon
- Volt Switch

Please don't use this lol, it's just a worse z-move mag. Getting locked into anything sucks as every move is abusable, I can't think of many reasons to use this at all (if any)

Teams




Magnezone is actually kinda cool on rain builds as it can trap ferrothorn, which a lot of people just lazily slap onto teams and call it a day vs rain. This build takes advantage of that, and also uses the removal of Celesteela to Torn's advantage. In hindsight should probably be thunder on magnezone for the extra power. I have another version of this team with Specs Peli and rain dance swampert, but I felt that this one uses Zone's presence better and the extra turns of ran are always nice. Overall pretty standard stuff but still fun to use.[
http://replay.pokemonshowdown.com/gen7ou-655990454
http://replay.pokemonshowdown.com/gen7ou-655965906




I've lumped these two together as they both follow the same structure of Pinsir + Vest Zone + Zapdos Lure. The first team makes use of waterium gyarados to lure Zap while chunking steela if needed, and with wallbreaking support from Pinsir it makes for a potent wincon, too. Scarf Lando also appreciates the removal of Steela, and it runs knock in the filler slot here so that skarm can be trapped if needed. It's a bit weak to DD zyg but it's really fun to use all the same.
The second team makes use of darkium kart, which no longer needs fightinium as much thanks to zone support, to do the same job as gyarados in the other build. These wallbreakers work really well together to pressure bulky teams into oblivion, especially with steels removed, while Scarf lele maintains a decent matchup against more offensive builds and also benefits from zone's presence.
http://replay.pokemonshowdown.com/gen7ou-655998378



A pretty cool team that uses Magnezone to lure certain grounds that might make TTar's life tricky while chunking the bulky steels that it hates. Rest of the backbone is pretty self-explanatory and all enjoy Zone's ability to remove most steels. Steelium Mag was quite hard to build around so this is the best that I came up with.
http://replay.pokemonshowdown.com/gen7ou-656940695



Given that Scarf Zone outspeeds most breakers and can remove Kartana from the game, myself and vsomani thought it might be cool to run on a bulkier build. Several unsuccessful attempts later, we came up with this team. Latias can afford to run EQ here which is incredibly useful for luring steels that zone can't trap, particularly heatran. Ashninja enjoys the removal of Ferrothorn and specially defensive celesteela and can set spikes, while bandtar just shreds through a lot of shit. The clefable set can be run 2 ways: Stored Power makes better use of Zone and provides an extremely frightening win condition, but encore cushions the matchup against Vincune and opposing CM clef, while pressuring a lot of bulky teams to no end thanks to being able to punish any sort of recovery that they might use. This is probably my favourite build that came from this week's research, to be honest.
http://replay.pokemonshowdown.com/gen7ou-657347683
http://replay.pokemonshowdown.com/gen7ou-657859000


Good Partners

Things that hate steels-
etc.
Magnezone's most obvious use is to trap steels, so mons that appreciate this in any sense are excellent partners. These include scarfers, wincons, and wallbreakers alike. There are really no shortage of these so the sky's the limit.
Things that pressure/lure other steels-
(♂)
etc.
One flaw of Magnezone is that it cannot reliably trap Heatran or Magearna, two of the more common defensive steels in overused. As such, pokemon that can lure or simply pressure these threats (e.g. Focus Punch MMaw for tran, EQ Mlatios, etc.) can be extremely beneficial to the team
Pivots-
etc.
These simply make it easier to bring zone in, but aren't super necessary as double switching or forcing 50/50s with the opp work too.
Faster Mons and Priority-

Magnezone in general, even with a choice scarf, is super slow. Thus, faster pokemon and those with strong priority make for good partners to amend this. Conveniently, a lot of these mons also benefit from Mag's ability to remove steels, so its a win-win

Entry Hazards-

Pretty much every mon likes spikes, and Magnezone is no exception. This hazard allows Magnezone to get a few extra kills, particularly against protect ferrothorn for non-sub variants of zone (without getting chipped to ~30%, that is). Additionally, this draws in Mega Scizor to defog, which can then be trapped and removed before hazard stacking is resumed to pressure the other team.

Conclusion
Magnezone is a good Pokemon to use in the OU metagame. It does its job of removing steels quite well, and despite not fitting on every team, is extremely effective on those it does work with. It can be used in a variety of team styles and supports many different mons competently. Despite struggling to trap some steels, these are all easy to wear down making this issue easy to amend.
I'm not sure what else there is to say, Magnezone is a pretty well-known mon, but it definitely remains a cool pick to try to this day and is quite potent when used correctly. Give it a try!
 
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Little disclaimer before I begin, due to an exam I had today (the exam's name is ENEM, it is kind of Brasil's version of ACT / SAT), I had very little time to ladder with Volcanion since I was busy studying for it, I even created an alt (The Steamy One), just to ladder with it (I used it to get reqs in DOU too, but it's still a brand new alt), but unfortunately, all I had time for was a single game in the low ladder :(

That being said, I have used Volcanion a lot before writing this research article and I for sure have enough knowledge with my steamy friend to write this post. Hope you enjoy your reading :)

Some music for you guys to listen while taking a read, the videoclip is awful, please don't watch it.


Overview
Volcanion, the steamy one, has been gaining some traction in the OverUsed tier recently thanks to it's ability to set up a Substitute on most passive Pokémon in the tier such as Mew, Clefable, Toxapex, and Celesteela, allowing it to snack on Balance archetypes that use these types of defensive cores; said move also grants it the ability to threaten offensive Pokémon such as Kartana or Tapu Koko if it manages to get a substitute up, forcing something to take a heavy hit from it. It's STAB combo plus Earth Power create a formidable offensive movepool capable of hitting numerous bulky Pokémon such as the aforementioned ones, which is very big for it.

Unfortunately, Volcanion does have its flaws, it's almost ironic, but despite walling most Water-types, it also gets walled by them. It's coverage doesn't allow it to break past the likes of Mantine, Alomomola, and Slowbro. Dragon-types such as the Eon Twins also can switch into Volcanion without any struggle. It's speed stat also doesn't really give it the upper hand letting it get outsped by the likes of Landorus-T, Tapu Bulu, Tapu Lele, and Tyranitar. Finally, it's suceptability to the likes of Stealth Rock, Toxic Spikes and Spikes makes it rather difficult to get in sometimes as it requires hazards to be cleared before recklessly switching in.

Still, Volcanion finds itself an important niche in Bulky Offense and Balance teams alike as a countermeasure to opposing Bulky Offense and Balance, and is for sure a very fun Pokémon I really enjoyed using, that being said, let's all board the Volcanion hype steam train.

Substitute 3 Attacks

Volcanion @ Leftovers / Waterium Z / Shuca Berry
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Steam Eruption
- Flamethrower
- Earth Power
Substitute 3 Attacks is Volcanion's only viable set, which, as mentioned before, profoundly annoys Balance teams alike. Substitute is the key to Volcanion's success, allowing it to avoid Toxics and annoy Bulky Pokémon. Fire Blast and Steam Eruption are mandatory STAB moves which pretty much hit anything that isn't a Water- or Dragon-type or that isn't called Chansey. Earth Power is also a must for Toxapex, allowing Volcanion to beat it 1v1, instead of the other way around. The prefered item is Leftovers, but Waterium Z and Shuca Berry are both very viable options as well.

Notable Teams
Click the sprites for importables.
Steam Train

This is a really fun team I've build for Volcanion, Tapu Bulu was the first partners as it excels at breaking Volcanion's checks, I then added Latios for Defog and Hawlucha for being a win condition or possibly a revenge killer if shit goes wrong. Standard Defensive Landorus-T + AV Magearna core because I was lazy and because it really fitted the team.

Steamy Bulky Offense

This team was made by Snowy for the Teambuilding Workshop and is overall a great team I used to ladder. The team makes use of Mega Scizor as a reliable Defogger and has U-turn to safely bring Volcanion in, Choice Band Tyranitar also helps with most Volcanion switch ins such as the Eon Twins. Landorus-T was added as a reliable Stealth Rock user and a ground immunity, while Tangrowth gives the team a switch in to the likes of Tapu Koko and Ash Greninja. Finally Scarf Tapu Lele which gives the team Speed control and a win condition, Light Screen may seem odd at first, but allows the team to beat Z-Celebrate Victini. You can check out Snowy's original post here.

Steamy Sand

This team was made by John for Snake and provides a very interesting take on Volcanion. Given Tyranitar is one of its best parterns and that Excadrill is a reliable hazard remover, the three have amazing synergy together. And along with Mega Slowbro, Ferrothorn and Assault Vest Tornadus create a very interesting sand Balance.


Teambuilding Frameworks
Reliable Hazard Remover

Pokémon that can succesfully remove hazards for Volcanion are great picks as Volcanion is very weak to the likes of Toxic Spikes and Stealth Rock and these hazards being up nearly invalidates it's utility as a whole.

Complementary Wallbreaker

The likes of Tapu Bulu and Choice Band Tyranitar are great Volcanion teammates as they can heavily pressure common Volcanion switch ins, such as the Eon Twins, and Water-types such as Mantine, Alomomola, and Gastrodon.

Defensive Backbones


Since Volcanion is only notable as a pick in Bulky Offense and Balance, it requires Defensive Backbones to give it more opportunitites to shine against opposing Balance and allow its defensive teammates to handle Offense better.

Hazard Setter

Volcanion really appreciates hazards on the opponent's side of the field, so the likes of Landorus-T and Ferrothorn are appreciated as partners. This is true because as a Wallbreaker, Volcanion really needs some extra chip damage to do it's job and what better to achieve that chip than hazards?

Win Condition

Win conditions are key to every team and for Volcanion oriented teams it's no different. Volcanion breaks holes on the opponent's team and having taking advantage of it is a must to success with a Volcanion team. The likes of Hawlucha, Scarf Tapu Lele, and even Excadrill are great picks here.

Conclusion
Volcanion is a really fun Pokémon, and while not as effective as it once was in ORAS, it has found itself a brand new niche in the SM OU Metagame giving it much more flexibility and the ability to be a notable Balance breaker. If you haven't tried it in SM OU yet, please do! You'll have fun times in the ladder with this steamy lion :)
 

Indigo Plateau

is a Community Leaderis a Top Tiering Contributoris a Community Contributor Alumnusis a Contributor Alumnusis a Past SCL Champion
UU Leader
Thanks to everyone for their participation throughout the course of SM. We'll be archiving Qplaz's post on Magnezone and wait for Riddikulusness's post on Volcanion. I will be updating the archive with all the previous winners by the end of this week. With Ultra SM around the corner, we've decided to postpone the next round until people have a chance to try out the new relevant OU mons for a bit and conduct WR after that!
 
Volcanion

Overview:
Volcanion is a solid wallbreaker in the OU tier, as it can beat shred through pretty much any balance team. Its typing allows it to sub up on common mons like Celesteela, Ferro, Toxapex, and Clef, allowing it to spam its STABs. Speaking of spamming moves, its signature move, Steam Eruption, is incredibly spammable, as it has 110 BP along with a great 30% chance to burn. It can take advantage of Toxapex effectively, since Volcanion is immune to scald, giving it a free sub. Then, Volcanion can hit it with an Earth Power. Volcanion's typing even lets it take on offensive threats like Volcarona and Greninja. Its ability to sub up vs. things that can't touch it lets Volcanion make up for its lacking speed to allow it to fire of free hits to the opposing team. Volcanion isn't perfect though, as its typing leaves it weak to rocks (and hazards in general). It also has pretty lacking speed, leaving it weak to offensive teams. It also can't do much to mons like Latios, Latias, Mantine, Gastrodon, and Chansey due to their typings and/or special bulk. Volcanion is still a super fun breaker that fits mainly on Bulky Offense and Balance teams.

Volcanion Set:
Volcanion @ Leftovers / Waterium Z / Shuca Berry
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Steam Eruption
- Flamethrower
- Substitute
- Earth Power

This is pretty much Volcanion's only good set. Substitute lets it punish mons it forces out, letting it fire off free attacks vs. any that tries to take a hit. It also lets Volcanion dodge status and leech seed to improve its overall effectiveness. Steam Eruption is incredibly spammable (if not for the 8 PP), because of its high BP, chance to burn, and lack of immunities (unless there is a water absorb or storm drain mon). This is Volcanion's main damaging move. Flamethrower is a nice secondary STAB move that hits grasses hard. It also can't miss and has much more PP. Earth Power rounds out its coverage, allowing Volcanion to hit mons like Toxapex somewhat hard. Leftovers is the preferred item, as it gives Volcanion a bit more longevity overall to let it spam moves for longer. Waterium Z is another good option to absolutely nuke something like Zygarde or Clefable. Shuca Berry is nice for suprising things like faster Lando and Heatran, so you can lure those in and kill them for free. Groundium Z is a pretty niche option that can smack Toxapex very hard, but otherwise is inferior to your other options.


Teambuilding with Volcanion:
Teambuilding with Volcanion was in all honesty pretty annoying, but this is the one that was most successful. Might add another one tomorrow.

Team #1:
Volcanion @ Shuca Berry
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Steam Eruption
- Flamethrower
- Earth Power

Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Stealth Rock
- Pursuit
- Crunch
- Fire Punch

Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Defog
- Sacred Sword
- Smart Strike

Tapu Bulu @ Assault Vest
Ability: Grassy Surge
EVs: 248 HP / 56 Atk / 60 SpD / 144 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Nature's Madness
- Superpower

Magearna @ Psychium Z
Ability: Soul-Heart
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shift Gear
- Synchronoise
- Ice Beam
- Thunderbolt

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Discharge
- Roost
- Hidden Power [Ice]
- Heat Wave

Alright, I had to get a bit creative with this team but I really like how it came out. Volcanion appreciates Mega Ttar as a teammate due to its ability to set up rocks and Pursuit trap things like the latis and mantine. Shuca Berry Volcan is to lure in Landos that want to revenge kill it, making ttars life a bit easier. Scarf Kartana is the main wincon on the team, which the team is able to support well. It also provides defog for Volcanion and Zapdos. AV Bulu covers Koko, Gren, Lele, and Zygarde all at once. Grassy terrain is super nice for the team, as it provides recovery to Vocanion, while also removing its and Ttars ground weakness. Grassy terrain also boosts Kartana's leaf blade. Shift Gear Z-Synchronoise magearna is something I found to lure in and beat Mega Venusaur and Toxapex, which helps the team out a ton. Venusaur removed makes Kartana's job of sweeping and Volcanion's job of breaking a whole lot easier. Zapdos rounds out the team by beating Pinsir and providing a ground immunity. Overall, I like the team, its just a bit slow, but still really fun.


Good Teammates for Volcanion:

Hazard Removal is great for Volcanion as all forms of hazards are greatly detrimental to Volcanion.

Wincons are great for Volcanion, as they can take full advantage of its breaking capabilities.

VoltTurn can help get Volcanion in safely to fire off attacks.

Conclusion:
Volcanion is a solid mon in the OU meta rn. Its able to shred most balances effectively, and with proper support, can be annoying as hell to play around. I recommend trying this guy out, he won't dissapoint.
 

Indigo Plateau

is a Community Leaderis a Top Tiering Contributoris a Community Contributor Alumnusis a Contributor Alumnusis a Past SCL Champion
UU Leader
Now that Naganadel has been banned, it's time to get back on track. Since Ultra SM didn't bring a ton of new influential OU mons, we'll be doing one pokemon per week for the next couple of weeks in order to hopefully improve the quality of the research and increase participation.

This round features Blacephalon, which is a menacing threat to any team that doesn't pack an answer to its dual Fire/Ghost stab. It has the ability to effectively run Specs, Scarf, or SubCM. Hopefully, Tyranitar usage will die down a bit and allow the clown to truly shine. This round will end on Monday, December 4 @ 11:59 PM EST GMT -5. Let's try to include some replays with the submissions; good luck to everyone!
 

Indigo Plateau

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UU Leader
Due to a busy school schedule this week and no posts, I'm extending this until Saturday, December 9 @ 11:59 PM EST GMT -5. I should've mentioned this before, but if you want to participate, please post "in" below so I know who to expect a post from. This is a good opportunity to learn more about Blacephalon's impact on the meta, so let's try and get some participation!

 
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Indigo Plateau

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UU Leader
Unfortunately, no one took Blacephalon so we'll just leave it up for grab this week. Rotom-W will also be available alongside it. With a new move in Defog, a slight rise in Ground- types such as Lando-T and Gliscor, and Heatran still being popular, and its ability to be a pivot + hazard remover for offense, it has seen more usage than it did before Ultra SM. Deadline for this week is Monday, December 18 @ 11:59 PM EST GMT -5. Good luck!

 
Just had surgery and suffered some tilt with my mediocre teams, but I did use Rotom-W pretty extensively. To anyone who's been playing competitive Pokemon since DPP, you know how dominant this guy used to be. It's the only form that got better by losing the Ghost type. Electric/Water typing plus Levitate were really all it needed to effectively wall much of metagame, and Volt Switch was useful to bring in someone to take care of its weaknesses. Fast forward to USUM and things have changed for this guy, mostly for the worse. It's typing, while giving it one weakness, doesn't give it many resistances, and the metagame seems to be dominated by Pokemon with amazing neutral coverage (Magearna, Blacephalon, Zygarde, even Greninja). These Pokemon tend to rely on their neutral coverage moves and can make switching in to pivot with him hard. The addition of Defog helped to an extent, but on such a passive Pokemon, Defog can limit your utility and provide the opponent with a chance to set up. Relying on Hydro Pump for STAB and Will-o-wisp for status really hurts, especially when they miss (as they are prone to do). Volt Switch is a fine utility move, but can make it predictable and easy to play around with opposing Celesteela and Toxapex. With Landorus-T around, who can use U-Turn and Defog AND everything else, Rotom seems dreadfully outclassed in the physical bulky pivot department. It's also vulnerable to Burn itself as well as Toxic, and tends to be Taunt-bait, which can make performing its duties nigh impossible.

So what is it good for? These days, it's best role is still its support set. I found that it served me well early in the game, spreading burns and removing hazards while Volt Switching out to another teammate. I struggled to get good mileage out of the Iapapa Berry, however. Physical attackers are hitting harder now than they were in X/Y thanks to Z-moves, to the point where switching in Rotom on a suspected physical Z move is practically a waste. So steer clear of heavy hitters and bring in Rotom on set-up sweepers and Megas, which he can effectively neutralize or slow down. It is a full counter to Mega Swampert, so having Rotom on a rain-weak team can be a huge help. The choice between Pain Split and Leftovers is difficult one, and during my building I opted to use Defog on all my sets. Losing Pain Split means you lose a semi-reliable form of recover, which necessitates an Iapapa Berry. However, I think Pain Split > Defog might be more useful, since Rotom is not a good Defog user and really needs to stick around the match for a while.
Rotom-Wash @ Iapapa Berry / Leftovers
Ability: Levitate
EVs: 248 HP / 200 Def / 60 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Defog / Pain Split

For shits and gigs, I also played around with the Scarf set. This was actually quite useful on the lower ladder and has some potential to disrupt teams with Trick. The added power behind its moves is usually unexpected, and it can make a nice Volt-Turn vortex if played correctly.
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hydro Pump
- Defog / Thunderbolt / Hidden Power Ice
- Trick / Thunderbolt

The toughest part about using Rotom is that it's not the kind Pokemon you build a team around. Rather, it works as the glue to help patch up weaknesses. That being said, newfound access to Defog can free up other teammates who normally do hazard removal.
/

Excadrill make a great parter since Rotom covers the Ground and Fire weaknesses and can Defog, allowing Excadrill to run 3 attacks + SD. The same goes for Tyranitar, who benefits from the Ground coverage as well and can switch into strong special attackers, who can trouble Rotom. If it ain't broke, don't fix it.
/

Volcarona is such a threat right now, and Rotom's typing and access to Defog make it an ideal partner. Volcarona sets up on all the problematic Grass types, and appreciates Rotom's ability to spread burns, which makes setting up that much easier.
/

Grass/Steel types, Ferrothorn and Kartana, greatly appreciate the support Rotom provides. It covers Fire types as well as Landorus-T, who can be a problem for both Pokemon. If using Ferrothorn, steer clear of Defog as it has poor synergy with Spikes.
/

U-Turners help make the formidable Volt-Turn teams we all fear. Rotom pairs well with most of them, creating openings for other teammates to set up or to Volt-Turn away. Special mention to Mega Scizor, who appreciates Heatran and Landorus being handled, and Protean Greninja, who can clean up a whittled team with ease.

I'm going to keep building with this Pokemon and playing around with it's moves. I suspect it may be better suited with a specially defensive set, since there are so many special threats nowadays. I also want to give Waterium Z a try, as it has the potential to wreck opposing teams.
 
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Indigo Plateau

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UU Leader
Now that break has started I'll have a bit more free time on my hands, meaning I'll hopefully be able to participate in this too. Thanks to Flygoner818 for the submission on Rotom-W. This week, we'll be focusing on Stakataka, which has proven to be better than expected with its stupidly powerful Gyro Ball, and Gliscor, who has gained a new toy in Defog and can reliably remove hazards now due to its typing + ability. This round will end on Friday, December 29 @ 11:59 EST GMT -5. Good luck to all!

 
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