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Tbf Diggersby is the most defining Pokemon in STABmons. Last month Landorus-T overtook it as most used, but it's also one of the best checks to Diggersby, so you can see why.
Tbf Diggersby is the most defining Pokemon in STABmons. Last month Landorus-T overtook it as most used, but it's also one of the best checks to Diggersby, so you can see why.
Best way is just to ask around in the OM room for help and just play a bunch of battles. If you want more in depth help you could also try the OM mentoring program.
After a long use and a 55-14 record, I am retiring an older inheritance team of mine. After playing it for quite a while, refining and revising it several times, I am making a new one, and I feel this is a great team to get your feet wet because its hilariously easy to play.
Blastoise-Mega (Greninja) @ Life Orb
Ability: Mega Launcher
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Aura Sphere
- Rapid Spin
Infernape (Terrakion) @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Close Combat
- Stealth Rock
- Stone Edge
The CLC core was featuring Hydreigon at first, and I about shit my pants because Hydreigon sucks for the most part. The change to Salamence was a gift from god. Salamence is one of the best mons in inheritance right now; it completely beats up other gale wings abusers. Not only that, but its dragon typing allows it to set up on intimidate Suicune. Paired with it in the core (this was a core i liked to start with) is Excadrill, which beats up on fat teams with its insane power. Adaptability LO Earthquake does unbelievable damage, being able to 2hko unaware suicune, while also living the incoming scald. Bullet punch also can do work against offense, being able to pick off a lot of weakened threats, and at +2, break past lant after rocks and several other mons in the 80/80 bulk range. Drain punch is used for Heatran, OHKOing at +2. Blaze Kick and Rock Slide are both usable, rock slide hitting zapdos and blaze kick hitting doublade and skarmory. Salamence destroys unprepared offensive teams, while excadrill can switch in on weavile's ice shard and check it with bullet punch while helping out with the stall matchup. In building around this strong offensive core, I started with the super annoying scarf heatran, which is hell for many offensive teams to face because its hard to kill before it wrecks your face. Its a great answer to many offensive threats, and is a working secondary check to landorus-t and can switch into brave bird in a pinch. Gyarados-mega is there to really destroy stall. Excadrill breaks walls, and is great at beating fat cores, but it doesn't really beat up stall teams. SubSmash Gyarados does this extremely well, setting subs on ever present mons like chansey and suicune and proceeding to smash them with its stabs. The sucker punch version does better against offense, but the Sub version helps against priority and absolutely destroys stall teams. This completed the offensive backbone of the team, creating a very solid backbone. My last two slots wanted SR and Hazard support, and they needed to be on the run to keep up with the hyper offensive nature of the team. As said earlier, Heatran is super annoying, and using a cool infernape terrakion set allowed me to get off a ton of chip damage on it. It features SR and a hard hitting Close Combat boosted by iron fist, and is a great chansey eliminator as well when I need it. Also serves as a good check to the ever present Ursaring, which waits around every corner to espeed offensive teams to shreds. Blastoise-Mega Greninja was a late addition, but I really like it for the immediate power it provides the team on the special side. Its dark pulses hit REALLY hard for having such high speed, and aura sphere hits pretty hard as well. Rapid spin gives me the best hazard support I can get.
This is a HIGHLY offensive team and can be plagued by being very matchup based, but its high win percentage on the ladder and in tournaments means its pretty reliable. First things first, scout the matchup and determine what your opponent is weak to. I can guarantee something on this team will have the ability to shred your opponent's with a little support. Terrakion will be your typical lead against offense, wanting to set rocks and get out of the way. If you see a heatran, try to keep it alive. If your opponent's team is more bulky offense, immediately just start spamming high powered attacks; organize it so nothing is getting free hits. Your Terrakion can become a suicide lead, and use offensive pressure to completely overpower those bulky cores. This is an easier matchup than HO, which is the teams main issue. Stall teams want to use a bit more support. I find Excadrill is a great lead against stall, since most people expect the Terrakion to set rocks (although they don't expect this set), and often you can get a free SD and punch a huge hole in the opponent's team. If you see a skarmory, refrain from leading with excadrill, however. Gyarados loves to set up on suicune, and as soon as that happens its pretty much gg vs most stall teams. Note it can't set up subs on chansey, just go ahead and smash. Keep Terrakion and Greninja alive if you can't set up quickly, they will be important as you try to find an opportunity. There WILL be an opportunity at some point, so just keep your eyes peeled and make plays. Eventually you will overpower most stall teams.
Mega Altaria: This is a huge threat because I don't have a really reliable check to it. You MUST keep excadrill alive. I'll tell you now, a lot of these will try to set up on terrakion, so if you smack it with a stone edge excadrill can easily revenge it.
Scarftran: This thing hurts my brain. Just switch around on it. Salamence will force it out since you carry roost, so a sub can go up against it, but its still a threat.
Glalie-Mega: Greninja and Heatran check most sets pretty easily, but watch out. Note the download set will carry techno blast.
GW Aerodactyl: A recent trend that I personally hate, you need excadrill to beat this reliably. Heatran is not a safe switch-in because you don't know what set it is until you see gale wings take effect, and this thing is so fast that its hard to scout GW.
Its a fun team to play, and even seasoned players are recommended to try it because its very fun and hilariously easy to play. Winning consistently requires experience with the team, but even noobish players can win a lot of battles because this team overpowers about 90% of inheritance teams floating around right now. Now go try it!
xJownage -- Thanks for the team. However, I'm not accepting Inheritance teams quite yet. Until / when it gets a ladder, it won't be put into the OP. It's fine to keep it there, but the Inheritance thread itself is probably a better place at the moment. :p
xJownage -- Thanks for the team. However, I'm not accepting Inheritance teams quite yet. Until / when it gets a ladder, it won't be put into the OP. It's fine to keep it there, but the Inheritance thread itself is probably a better place at the moment. :p
Thinking that inheritance qualifies as a popular metagame, but its fine lol. I talked to a moderator about it and when I read that he agreed with me on posting it here. I'll quote it in the inheritance thread, but I don't want to completely repost.
Thinking that inheritance qualifies as a popular metagame, but its fine lol. I talked to a moderator about it and when I read that he agreed with me on posting it here. I'll quote it in the inheritance thread, but I don't want to completely repost.
Here's some teams that are outdated, might wanna add the outdated tag in the op. And there's quite a few newer teams that haven't been updated on the op, so that should also be looked into. With that being said, don't let this die guys! It's a great resource and putting teams here will let players get into metas more easily and widen the playerbase. Isn't that what we all want? (yes is the only answer >:I) Tagging unfixable for being a nerd :]
edit2- Removed chopin's team from the "outdated list" if you have replacements for the banned mons in the given teams feel free to edit them in and post here saying that you have done it.
edit1: also here's another aaa team dump
The Team:
Genesect @ Choice Band
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- Extreme Speed
- U-turn
- Iron Head
- X-Scissor
Teambuilding process/Ranting
No real teambuilding process here. I just started with infernape and raptor, gave staraptor gale wings because it's what it does best and initially had expert belt magnetpull nape but changed it later when i realized my team was lacking fire power. Also ape wasn't being too good of a magnetpuller (basically most things were not getting ohko'd). Since this team was made with the ladder in mind mainly, i put safety goggles on nape which would let it deal with the prankster loom spam the ladder usually has (but i don't think i ran into any this time >.>). Next member i put in was unaware manaphy which would switch in on cune and set up, then possibly threaten a sweep. I put in Zygarde, which was a mon I've been wanting to use for a while now. I put magic bounce in as the ability because zygarde is a good setup sweeper here and with it's new found ability making it unphaseable it can just setup on and rip through a lot of teams. Also, i just wanted to use something outside of the usual ph/refrigerate. Genesect is just a hard hitter that I really have gotten to love. It still catches people by surprise with strong physical STAB, deals massive damage, even to resists, with uturn and cleans weakened things with band extremespeed. Lastly, I decided to stray from my usual regen magneton as my skarm counter and decided to run zapdos instead as it deals with other gale wings more easily. I chose magic guard because i liked the idea of getting in to defog without taking any sr damage. I initially had LO or something, but i changed it to sash so that if i ran into any sun teams in the ladder i could lure in a heatran and weaken it's eruption/maybe even get some parahax :].
Some notable threats and how to deal with them
Sheer Force Gengar
Absolutely no switchins, relies on staraptor to revenge or something to tank a hit. Or as a last ditch keep zapdos at full health. Luckily it's not as common as it once was.
Random No-Guards and Sashes
This just requires really careful playing, because they can cripple important members that normally wouldn't care about switching into them. No guards as in the inferno/zap cannon sort.
-Ate Users
These can be a bit of an issue because the team's not very bulky and ate users just out priority me. The main checks to refrigerate are mana (hard check) and nape (soft check, very very soft check). Zapdos can try to parahax and deals with pixi better.
Megagross
With it's high speed and amazing attack stat, with the right coverage moves it can tear apart my team. Reliant on manaphy getting a burn and priority to kill it.
Mega Gyarados
After a dragon dance it becomes a huge threat. Basically the only way to kill it after the dragon dance is priority, so be sure to keep those alive when you see gyara in an opponent's team.
Rain
While i haven't run into any during the challenge, rain seems like it could have a good time vs this team with no water resists other than mana and thunder mons being omnipresent in rain.
Stall
Well built stall with multiple bulky regens can give this quite a bit of trouble as this team doesn't have any real hard hitters. Basically the only way to win is to get rid of unawares and try to get a sweep. (Also chansey and goodra if you want mana to get a sweep.)
Here's some teams that are outdated, might wanna add the outdated tag in the op. And there's quite a few newer teams that haven't been updated on the op, so that should also be looked into. With that being said, don't let this die guys! It's a great resource and putting teams here will let players get into metas more easily and widen the playerbase. Isn't that what we all want? (yes is the only answer >:I) Tagging unfixable for being a nerd :]
Steelix-Mega @ Steelixite
Ability: Sand Force
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Earthquake
- Heavy Slam
- Stone Edge
- Dragon Tail
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Will-O-Wisp
- Flare Blitz
- Brave Bird
- U-turn
Explanations/Teambuilding/Etc. I didn't really have a major thought process for teambuilding, or even for any individual pokemon. Basically, I started off with Hippowdon to set sand and piled Excadrill, Cradily, and Steelix-Mega on to abuse it. Reuniclus was my next choice, as it can deal with the obviously threatening fighting types and it is immune to sand damage. It is also a solid win condition and can deal with pokemon such as Cresselia. Talonflame is on there to destroy grass types and fighting types, which wall or destroy my team otherwise.
The main threats to the team are Mega Sharpedo and Keldeo. Both usually need to be revenge killed, so keep either sand up and Excadrill alive or keep stealth rocks off the field and Talonflame alive.
Some of the pokemon have 0 speed IVs and a - speed nature. This is because I hate fighting against Trick Room teams.
Ran out of ideas for 500th post, so I'll just be unoriginal and copy word and dump all my (good) aaa teams here that have not already been posted. There are 46 usable teams in this, the rest I just ended up deleting because they were either bad or had so many banned mons that they became unusable (or had an unsuccessful gimmick). Also 46 is better than one amirite The list goes chronologically, so you can see how teams have changed since the beginning.
In this archive, I replaced all the mamoswines, bisharps, terrakions, chatter chatots, and keldeos with other mons. Note that this doesn't really affect the functionality of the older teams too much.
I added a star system for the quality of the teams. (5 stars is the best out of these, 3 star is for good, 2 star is for alright, 1 star is for bad, I took out all the 1 star teams)
Heatran @ Choice Specs
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Quiet Nature
- Eruption
- Fire Blast
- Earth Power
- Solar Beam
Entei @ Choice Band
Ability: Tinted Lens
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Sacred Fire
- Stone Edge
- ExtremeSpeed
- Bulldoze
Ampharos @ Ampharosite
Ability: Magnet Pull
EVs: 252 HP / 164 SpA / 92 Spe
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Dragon Pulse
- Focus Blast
A second attempt at a sun team; this is the one that made Tinted Lens Entei a serious sun threat, and this was also the team that made magnet pull mega ampharos a thing.
Lurecario ☆☆☆☆
Azumarill @ Choice Band
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Knock Off
- Play Rough
Ampharos @ Ampharosite
Ability: Magnet Pull
EVs: 164 HP / 252 SpA / 92 Spe
Modest Nature
- Volt Switch
- Focus Blast
- Hidden Power [Fire]
- Heal Bell
A team built around a really weird lucario set, designed to nasty plot to lure in special walls, which get smacked by close combat. +2 shadow ball easily destroys doublade, the most common lucario switch in. Replaced Bisharp with honchkrow, which basically does the same thing, except for the fact that it doesn't get scared by stuff like intimidate hippo.
1 Wallbreaker is not enough ☆☆☆
Rampardos @ Life Orb
Ability: Magic Guard
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Swords Dance
- Superpower
- Crunch
Heracross @ Life Orb
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Close Combat
- Megahorn
- Knock Off
- Swords Dance
Tyranitar @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Crunch
- Superpower
- Pursuit
Shuckle @ Mental Herb
Ability: Turboblaze
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
- Sticky Web
- Encore
- Infestation
- Stealth Rock
Ampharos @ Ampharosite
Ability: Magnet Pull
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Volt Switch
- Hidden Power [Fire]
- Focus Blast
- Heal Bell
Braviary (M) @ Choice Band
Ability: Gale Wings
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Brave Bird
- Superpower
- U-turn
- Facade
So why not 3? Fun team that i tried out; the theory is that rock types nuke all flying types and stall, while braviary destroys offense and attracts things like skarm and zapdos, which ttar and rampardos eat alive.
I flash fires. (Skarmory) @ Leftovers
Ability: Gale Wings
EVs: 240 HP / 236 Atk / 32 Spe
Adamant Nature
- Brave Bird
- Swords Dance
- Roost
- Stealth Rock
A team originally built around Megamence, but was replaced by Zard X, as Megamence was banned. TTar replaced bisharp as a pursuit trapper from ban too. Still, the team works, even with the bans.
PETER NO ☆☆☆☆
Rotom-Wash @ Choice Specs
Ability: Volt Absorb
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Volt Switch
- Trick
- Hydro Pump
- Will-O-Wisp
Staraptor @ Choice Band
Ability: Tinted Lens
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Close Combat
- U-turn
- Frustration
Braviary (M) @ Choice Band
Ability: Gale Wings
Happiness: 0
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Brave Bird
- Superpower
- Frustration
Honchkrow @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Naughty Nature
- Brave Bird
- Dark Pulse
- Sucker Punch
- Pursuit
A 5 bird team that peaked the ladder a couple times; Birds can just flat-out power through most teams, and almost all of its common checks get completely destroyed by volt absorb rotom-wash.
Experimental team 1 ☆☆
Honchkrow @ Choice Band
Ability: Gale Wings
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Brave Bird
- Defog
- Pursuit
- Superpower
Probably one of the better teams in this archive; almost all of these pokemon are either nukes and/or set up sweepers, can switch in and take advantage of many of the common pokes of the meta, and also happens to be able to break stall pretty well.
Krookodile @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Pursuit
- Knock Off
- Earthquake
- Stone Edge
root beer ___ (Magnezone) @ Choice Specs
Ability: Magnet Pull
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
Team made during OML challenge and later edited. Guts unfezant was chosen over staraptor because of night slash to hit doublade/aegislash/ghost types and greater bulk (close combat wasn't needed as much due to having a magnet pull). Weight a minute... ☆☆
After the Megabro discussion in STABmons, I realized how bulky that thing really was, so I wanted to try it in AAA paired with krookodile, who takes care of gengar, latios, and thundy, three of the biggest threats to megabro.
Slowbro @ Slowbronite
Ability: Volt Absorb
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Slack Off
- Scald
- Ice Beam
- Thunder Wave
Krookodile @ Assault Vest
Ability: Bulletproof
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Pursuit
- Knock Off
- Earthquake
- Stone Edge
Chansey (F) @ Eviolite
Ability: Scrappy
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Thunder Wave
- Heal Bell
- Seismic Toss
- Soft-Boiled
Lucario @ Life Orb
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Close Combat
- ExtremeSpeed
- Bullet Punch
Cobalion @ Rocky Helmet
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Volt Switch
- Stealth Rock
- Iron Head
- Close Combat
Klefki @ Choice Band
Ability: Pixilate
Happiness: 0
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Frustration
- Foul Play
- Switcheroo
- Facade
Drifblim @ Focus Sash
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
- Destiny Bond
- Will-O-Wisp
- Defog
- Memento
Originally made as a test team, I ended up not deleting this because it's actually not as bad as it looks when used in practice. Banded klefki is fun though.
Shaymin-S(un) ☆☆☆☆
Zapdos @ Heat Rock
Ability: Drought
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Volt Switch
- Heat Wave
- Hidden Power [Ice]
- Roost
Shaymin-Sky @ Life Orb
Ability: Tinted Lens
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Solar Beam
- Air Slash
- Earth Power
- Substitute
Heatran @ Choice Specs
Ability: Chlorophyll
EVs: 252 SpA / 4 SpD / 252 Spe
Quiet Nature
- Eruption
- Hidden Power [Electric]
- Fire Blast
- Earth Power
Landorus-Therian (M) @ Life Orb
Ability: Chlorophyll
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- U-turn
- Knock Off
- Stone Edge
Entei @ Choice Band
Ability: Tinted Lens
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- ExtremeSpeed
- Flame Charge
- Flare Blitz
Skarmory @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Defog
- Brave Bird
- Stealth Rock
- Roost
Wanted to make another sun team after Shaymin-S was unbanned, since it could abuse fast and strong solar beams.
After the success of Kl4ng/Stockfish's rain team, I wanted to try it out myself, except with omastar as the swift swimmer. Tinted Lens Tornadus-T was probably the most successful idea on this team.
fat, fat, fat, fat, fat, and fat ☆☆☆☆
Diancie @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 148 Def / 104 SpD / 8 Spe
Bold Nature
- Protect
- Moonblast
- Stealth Rock
- Earth Power
This was built once PH Snorlax, Chesnaught, and a large portion of very bulky mons became a thing after terrakion ban, or something like that. I wanted to try bulky offense, as that was the norm, and this team came about.
XTREME offense ☆☆
Escavalier @ Choice Band
Ability: Tinted Lens
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: null Spe
- Megahorn
- Knock Off
- Iron Head
- X-Scissor
If you love extreme hyper offense this team for you. To compensate the fact that switching around could easily stall out trick room, I decided to run Tinted Lens on every single mon except for my lead, diancie, who has pixilate explosion.
Alakazam @ Life Orb
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Future Sight
- Psyshock
- Encore
- Miracle Eye
Realizing that Refrigerate Thundy is almost impossible to wall without running Volt Absorb Slowbro or Volt Absorb Azumarill, I wanted to try it out for myself. The alakazam set is used to help apply pressure and theoretically lure in dark types for thundy to smack with superpower, but it can be replaced if you really need to.
Tentacruel @ Assault Vest
Ability: Regenerator
EVs: 240 HP / 16 Def / 252 SpD
Sassy Nature
- Knock Off
- Scald
- Rapid Spin
- Sludge Bomb
Slowbro @ Slowbronite
Ability: Volt Absorb
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Scald
- Ice Beam
- Slack Off
- Psyshock
After theorymonning desolate land heatran with magma storm and metal sound, I decided I had to try it out, and it has never disappointed me since. This is the first of several teams that uses it.
Experimental Team 2 ☆☆☆
Thundurus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Heal Block
- Focus Blast
- Thunderbolt
- Hidden Power [Ice]
Originally built around Dry Skin/Skill Swap Victini, but quickly dropped as I realized that Dry skin is only a 1.25X fire weakness or something. Instead, desolate land seemed like the better option.
Probably one of the best teams out of this entire compilation. Zygarde is just so good in the current meta, and when paired with a few solid teammates, it can really end games very quickly.
Somalian Suicide ☆☆☆☆☆
Jellicent @ Choice Specs
Ability: Lightning Rod
EVs: 248 HP / 252 SpA / 4 SpD
Modest Nature
- Water Spout
- Scald
- Shadow Ball
- Energy Ball
Braviary (M) @ Choice Band
Ability: Gale Wings
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Brave Bird
- U-turn
- Superpower
- Facade
The most up-to-date stall team in this archive. Made after another stall team of mine got swept by Llqht's azumarill, so I figured I'd try it.
Maximum Skill (use only if truly skilled) ☆☆☆
I KNOCKED AN OFF (Conkeldurr) @ Assault Vest
Ability: No Guard
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- DynamicPunch
- Mach Punch
- Knock Off
- Poison Jab
I CREATED A V (Victini) @ Life Orb
Ability: No Guard
EVs: 248 HP / 8 Atk / 252 SpA
Rash Nature
- V-create
- Inferno
- U-turn
- Grass Knot
I ELECTROD A BALL (Ampharos) @ Ampharosite
Ability: No Guard
EVs: 248 HP / 252 SpA
Modest Nature
- Zap Cannon
- Thunder
- Dynamic Punch
- Dragon Pulse
I CHANDED A LURE (Chandelure) @ Choice Scarf
Ability: No Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Inferno
- Energy Ball
- Trick
- Hex
I ZAPD A CANNON (Zapdos) @ Leftovers
Ability: No Guard
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Zap Cannon
- Roost
- Defog
- Hidden Power [Ice]
I SING A SONG (Mew) @ Leftovers
Ability: No Guard
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Zap Cannon
- Blizzard
- DynamicPunch
- Roost
Made before an AAA tour as a joke team when a bunch of people were complaining about hax, but the team actually works pretty well (surprisingly) So many choices for sand rush ☆☆
Aerodactyl @ Aerodactylite
Ability: Rock Head
EVs: 16 HP / 252 Atk / 240 Spe
Adamant Nature
- Stone Edge
- Fire Fang
- Aqua Tail
- Ice Fang
Inspired by the 1v1 Porygon2, I wanted to use one in aaa as well, this time with prankster. Conkeldurr came from me wanting to use a stronger wallbreaker in place of heracross with priority.
BUNNY BLITZ ☆☆☆☆
Azumarill @ Choice Band
Ability: Huge Power
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Superpower
Heatran @ Leftovers
Ability: Desolate Land
EVs: 248 HP / 232 SpA / 28 SpD
Modest Nature
- Metal Sound
- Magma Storm
- Substitute
- Earth Power
Zapdos @ Choice Specs
Ability: Tinted Lens
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Volt Switch
- Heat Wave
- Hidden Power [Ice]
- Discharge
Genesect @ Choice Band
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Hasty Nature
- U-turn
- Iron Head
- Extreme Speed
- Blaze Kick
Starmie @ Leftovers
Ability: Volt Absorb
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Scald
- Rapid Spin
- Recover
- Reflect Type
built this one around azumarill, who is actually very anti-meta in aaa, as physical fairy + water just sort of works. Not even BH (featuring SPINDA) ☆☆
Kyurem @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Earth Power
- Roost
- Ice Beam
- Toxic
Built around a concept where Spinda skill swaps the opponent contrary, and dragonite traces it, setting up with superpower and draco meteor and sweeping.
Might do a write up on this later in the teambuilding shop. Sorry for putting this off for so long NOC, if you're reading this.
Welp that took a long to write up :x (4 hours as a matter of fact). Feel free to change things up if you want, as some of these teams might need a tweak or two.
Anyways, shoutouts because that seems to be a thing for milestone posts. Mostly to the OM community, because that's where I mainly talk and hang out:
Yazma for getting me into this tier and basically getting me to not quit pokemon. Although you probably haven't been on since last year so rip
Excadrill (M) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Earthquake
- Rock Slide
- Rapid Spin
So this is the Solid Ground squad. I normally edit and update teams as I play with them, but this one has remained virtually unchanged since its inception. For comparison, my OU team is currently "All Stars (4.3)" and this team is "Solid Ground (1.2)". That said, I have never had so much success with a team, and I think it's simple enough to use that anybody could do it. Of course, there's plenty of room for customization and innovation - I just haven't had a major need to do so yet.
It's a pretty straightforward team - Hippowdon sets up Stealth Rock and gets a sandstorm going, and then Excadrill steps in and goes to work. At doubled max speed (compliments of Sand Rush) it outspeeds every unboosted Pokemon (with the exception of Deoxys-S) in the game, and most Dragon Dancers. He is your main attacker - for the physical walls he can't break, Landorus can power through with a Sheer Force/Life Orb Special Attacker set. After 1.3x from Sheer Force, 1.3x from the Life Orb, and 1.5 because of STAB, Earth Power's Base Power is a whopping 228, enough to hurt if not kill literally anything. Add three other attacks for maximum coverage, and it's no wonder Landorus is one of the best special sweepers in the game. Gastrodon is an impressive tank (if somewhat less impressive than Hippowdon) and is essential to overcoming Water teams. Garchomp is an incredible asset - with a Choice Scarf he can outspeed and revenge kill nearly anything, especially Dragon Dancers after a boost. It lacks the raw strength Mega Chomp or Band Chomp might have, so its real power lies in the element of surprise. Nidoqueen is your wild card. With an incredible movepool it can cover almost all options, and a STAB Sludge Wave is a nightmare for Grass Teams.
This team works because it is all-encompassing. By that I mean that there is every opportunity to overcome an adversary, no matter how mismatched it might seem. With two marvelous tanks, two special attackers, and two fast physical strikers, this team has it all. What works best about this team is that it is a TEAM - no one Pokemon does all the work. You can't just sit back and watch Excadrill clean house - it needs to switch to Gastrodon for support, or Lando for wall breaking. The Hippowdon-Excadrill combination is an essential facet of this team, as Excadrill has Rapid Spin in its movepool. If you lead with Hippowdon against another setter, switch out and enjoy the free speed. If Hippowdon goes up against a Substitute user or Stat Booster, simply blow them away with Whirlwind. Keeping Hippowdon alive is essential for the Sandstorm to keep rolling and the team to preserve momentum, but it's not afraid to take a few hits while Toxic and Sand wear down any bold enough to stay in. With Hippowdon and Gastrodon's Toxic support, there is virtually no single Pokemon Garchomp can't destroy, Fairy or otherwise. Let alone Excadrill! These vicious attakers rely heavily on tanky support to take hits for them, so this team really shines when kept on a swivel.
The way to play is easy - generally, lead with Hippowdon. Set up hazards if you're able, otherwise switch off to Excadrill and start bashing skulls in. You can switch around to let Excadrill live longer, or run him into the ground. If he goes down, revenge killing with Chomp is almost always a good plan, otherwise Lando should be enough to get due justice. Nidoqueen isn't as tanky as Hippowdon or Gastrodon, but she can take a hit - in fact, that's why Nidoqueen is preferred over Nidoking. The extra power is hardly necessary with the right move, and Nidoking isn't fast enough to make the speed investment worth anything. Nidoqueen is the next best lead after Hippowdon - she can hit nearly everything super effectively, and if your opponent sends out a Klefki or Ferrothorn, you can send it back in an ashtray. Claim the first kill, and the momentum is yours - you can increase it by setting up Hippowdon's Sand Stream and an Excadrill rush, or run with it by cranking Garchomp into high gear. Gastrodon is useful for Scald or Toxic as you see fit, and can suitably live forever against the right Pokemon. It is important on this team that nobody overstays their welcome: Excadrill isn't nearly as fast when the sandstorm dies out, if your opponent Tricks a Choice item onto Gastro it's usefulness expires, Lando is incredibly frail, and a locked Garchomp is trouble. Just keep moving and nobody will be able to score a decisive blow - keep the momentum and the game is yours.
Here is the threat list - I'll start with the usual.
Obviously, Water Teams and Grass Teams will be an uphill battle every time. Of course, no team is unbeatable, but it is difficult. For Water Teams, it is absolutely vital that Hippowdon lives as long ass possible - without him, the weather war is lost and so is any momentum you hope to maintain. Gastrodon is incredibly helpful for soaking up major hits, but beware of Mega Gyarados' Mold Breaker Ability: with it Storm Drain is useless and Gyarados will happily set up and destroy Gastrodon. If you can get to him before he sets up, Landorus' Focus Blast is more than enough to take him out. Predicting for a clean switch can allow Hippowdon to take a hit and Whirlwind him away for another chance later. As for the rest, Excadrill and Garchomp are the main attackers, able to outspeed and hopefully kill the opposition before a Water-Type attack can connect. Garchomp is not adequately equipped to handle Azumarill, but an Earthquake from Excadrill is enough to prevent Belly Drum form working. That said, if he gets it off Aqua Jet will kill everything on the team with the exception of Gastrodon, for which it has the equally deadly Play Rough. Garchomp has a 50% chance of living at full health, but that's not something I'd put money on. Toxic as he sets up puts him on a timer, and a high roll from Excadrill's Earthquake brings him down to a quarter of his health after Sitrus Berry recovery, and can even kill after Stealth Rock damage. Keldeo is troublesome, as it often appears on Fighting-Type teams and can live annoyingly long if you let it set up. As for Grass Teams, Nidoqueen and Landorus are your saving grace. STAB Sludge Wave destroys everything that isn't Steel-Type, and Fire Blast offs everything else. The main threat here is Mega Venusaur, who's Ability and bulk prevents Nidoqueen from landing any effective attacks on it. Landorus' Psychic is pretty much your only option here, doing anywhere from 70%-85% in a single blow - a guaranteed 2HKO, and a OHKO if you whittle it down beforehand. Serperior is another deadly threat, but Hippowdon can Whirlwind it away while it throws up a Substiute, and Garchomp outspeeds and can put it down with Outrage before it gets enough Leaf Storm boosts to do serious damage. If Nidoqueen falls, you can always set up for Sand Rush and get some mileage out of Iron Head. Steel-Types who resist Ground-Type attacks, like Forretress, Ferrothorn, Scizor, and Genesect all fall to Garchomp's ferocious Fire Fang, if they manage to survive after Nidoqueen's reign. Ludicolo is the bane of this team's existence, and is prone to show up on either of the aforementioned teams. However, a good Sludge Wave from Lando or Nidoqueen is usually enough to put him six feet deep.
To be completely honest, the biggest threat this team faces is other Ground Teams that run Mamoswine instead of Gastrodon. There is no real counter to other Ground Types, even considering Gastrodon - if Mamoswine carries Freeze Dry for Water Types then there is virtually no hope. Ice Shard will tear through this team, and STAB Earthquakes spells trouble for everyone but Landorus. Ice Teams themselves, however, aren't as threatening as Grass or Water - if you can whip up a sandstorm (it's as simple as sending out Hippowdon) you can usually sweep with Excadrill's Iron Head, or else Rock Slide. Keep an eye out for Pokemon that frequently run Freeze Dry, like Cyrogonal and Lapras, as they will absolutely destroy Gastrodon, which is normally a reliable switch in. Flying Type teams all fall to Rock Slide or Iron Head, even the mighty Togekiss. If she manages to put Excadrill down, both Nidoqueen and Landorus are capable of revenge killing her. The exception to this rule is of course, Skarmory, who threatens to wall this team ad nauseum. Nidoqueen has two moves just for him, with both Thunderbolt and Fire Blast being OHKOes - choose whichever is appropriate for a predicted switch. Outside of Nidoqueen, however, there's not much to be done. The only real option is Lando's Focus Blast, which is prone to fail when relied upon. If it connects, however, it does anywhere from 80% - 95%, a solid 50% chance to kill after Stealth Rock damage! This Focus Blast is also your ticket to overcoming Normal Teams, as it is the only super-effective move on the team. Both Porygon2 and PorygonZ wield Ice Beam with deadly purpose - the latter is easy to outspeed and kill with Garchomp or Excadrill, but the former requires a bit more care to overcome, and can do a lot of damage if given the chance. Mega Lopunny is another player to remember, as it outspeeds and overpowers everything on the team aside from Garchomp or Excadrill in a Sandstorm, and more often than not has an Ice Punch just for Landorus. Scaring it away is normally a good strategy, but it is difficult to get a clean shot at it without commensurate risk.
This being my first post, I don't know how much this will help anybody out - but! If anybody has any suggestions on how to improve or threats to watch out for, or otherwise help the team I'd really appreciate it! Thanks for your time, and good luck out there!
As an afterthought, I thought I'd mention that Gastrodon occupies what I like to call the Counter Spot - it being the quintessential counter to Water Teams. If you feel that the other team members are enough to handle Water Teams, or Gastrodon is too ugly for you to use, here are three other completely viable Counter Spot Pokemon.
As I mentioned earlier, Mamoswine is your ticket to victory against another Ground Team. Dragon Teams and Flying Teams alike will both have trouble putting him down. Mamoswine is also adept at giving Grass Teams loads of trouble, if at a risk - even though it's Ice Type, it will take super-effective damage from Grass moves, so be careful. Focus Sash guarantees a hit, but Life Orb can be used for more power if preferred. Knock Off is incredibly handy to have against walls or choice users, and STAB Ice Shard is never a bad thing to have. Freeze Dry is useful for tearing through water teams, and can often catch Ludicolo off guard. It should only be used over Earthquake if you feel a Ground Type STAB is excessive.
Camerupt @ Leftovers / Cameruptite
Ability: Solid Rock
- Fire Blast
- Earth Power
- Substitute / Rock Slide
- Will-O-Wisp
Camerupt is the bane of Grass Teams. With Solid Rock even good hits won't slow him down, and he can cripple any major threat with Will-O-Wisp. Leftovers and Substitute can offer some protection and recovery, but Cameruptite grants Camerupt unmatchable power. The drawback, of course, is that he takes 4x damage from Water Type attacks, and will be little to no use against such teams.
Golurk @ Leftovers / Expert Belt
Ability: No Guard
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Dynamic Punch
- Stone Edge
- Ice Punch / Fire Punch
- Shadow Punch
Golurk is the only real counter to Fighting Teams, if only in theory - nobody will risk a High Jump Kick if Golurk is still around. No Guard Dynamic Punch offers devastating attack with the bonus of total confusion, which is never a good thing to your opponent. Ice Punch can be used to check Dragons and Flying Types in general, but Fire punch allows him to threaten Ferrothorn and Skarmory at the same time. Leftovers can help soften some blows, but Expert Belt is incredibly handy for a little extra power.
Teambuilding: Well first off, I was already at 1486 when I made this team, so I adapted it to Higher ladder, but it can easily be changed to non-ladder by switching out registeel with giratina or another well-known magic bounce pokemon with a different moveset, by changing MM2X's magma storm to infestation or changing it's ability to populate but keeping magma storm! Secondly, I have gotten to 1608 with this team, I have beaten E4 Flint, and as I have been experimenting with it I have dropped in elo, so I recommend higher ladder players keep it the way it is!
Why the team works: This team works well because BH has differentiated over the time I've been playing and this team is the best one I have made for the current metagame! It is fairly easy to use with counters for almost every modern known setups! Chansey is mostly used for Contrary or stat boosting pokemon, but can be used otherwise! Gyarados is a Shedinja switch-in stopper, but I use it for bulky or fast psychic types (Cresselia or deoxys, etc.)! MM2Y is usually my lead with protean, but if the opponent has a shedinjas on their team I use MM2X! Registeel is for status users, or endeavor shedinjas! Shedinjas is used against really almost anything, so just test it out and after a while you will get how to use it, if you run shedinja run defog also on another pokemon!
Not a ton of time to describe whats going on here much, and I may decide to migrate this to a smogon post at a later date, but for now here's a website containing all my TS (and two AG) teams