Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Team 1: Gunvolt's return!
- Mexican bird (Hawlucha) @ Life Orb
- Ability: Limber
- Level: 50
- EVs: 252 Atk / 4 Def / 252 Spe
- Jolly Nature
- - Poison Jab
- - Flying Press / High Jump Kick
- - Sky Drop
- - Protect
- Moves:
- Flying Press 1HKO's Kartana, 2HKO's Ferrothorn/Escavalier, downside obviously being that you are walled by Rotom forms.
- High Jump Kick would give you coverage to also 2HKO those and a small chance to 1HKO some Ferrothorn sets.
- Sky Drop however, oh boy this is literally a free turn for whatever you want to pair it with as you are the fastest pokemon in the metagame not named Swellow/Ribombee. This move can lift any pokemon not named Cosmoem(Only one heavy and small enough). Once in the air whatever is left on the field will just continue as if a 1v1 with the potential of a miss target by the opponant. To the previous you can utilize Azumarill and set up a nice Belly to drum on or straight up attack with Kartana.
- Poison Jab can ensure a 2HKo on Slurpuff/Azumarill or 1HKO none-sash whimsicott.
- The ability can be whatever, Moldbreaker has nothing to be afraid of and Unburden will only work after being Knocked off by something like Muk-Alola as Knock isn't that common besides Sneasle/Muk-Alola who could beat you with a different move anyway.
- extra: Rage Powder/Follow Me cannot draw moves with a charging turn like Sky Drop, I nearly forgot that was a thing. Rip Amoongus/Togetic's poor attempts at redirecting perhaps the best move in the game right now.
- Lola (Whimsicott) @ Pixie Plate
- Ability: Prankster
- Level: 50
- EVs: 172 HP / 84 SpA / 252 Spe
- Timid Nature
- IVs: 0 Atk
- - Moonblast
- - Taunt
- - Encore
- - Protect
- Pixie plate with 84 spA actually 2HKO's LO/sash Kartana on a switch in. I did be running HP Fire if only that didn't speed tie with Sneasle(30 speed IV's). Other benches include: 1HKO Sneasle, 1HKO Hawlucha, 2HKO Azelf, 4HKO sludge Muk-Alola!!!!!
- Other EV's are used to maximize speed so you outspeed Sneasle but the remaining HP actually prevents Azumarill from 2HKO'ing you with Play Rough + Aqua Jet at 98,8% of the time. Pretty decent bench to note.
- Taunt/Energie Ball can be argued over in use as Energie ball just gives coverage against Rotom-W(2HKO in damage, 3HKO thanks to berry), Diggersby(2HKO) and instant offense vs Azumarill(2HKO in damage, 3HKO thanks to berry), where as Taunt gives you the ability to prevent or hinder opposing Follow Me/Rage Powder(Togetic/Amoongus), Perish Song, Tailwind(Whim/Togetic), Belly Drum(Azumarill/Slurpuff/Linoone) and Trick Room(Mimikyu/P2).
- Let me explain why Encore is perhaps the second most important move if not the most important move:
- Encore can lock down any Belly Drum/Quiver Dance user after you taunted the rage powder user the turn it set up. Linoone however is an exception. You also have the capasity to lock Fake Out users after they tries to be smart. Look out for Trick Room + Fake Out however.
- Lastly it gives you additional opportunities to offensively force the opponant out OR to set up with Azumarill.
- Eastern child (Azumarill) @ Sitrus Berry
- Ability: Huge Power
- Level: 50
- EVs: 252 HP / 252 Atk / 4 Spe
- Adamant Nature
- - Aqua Jet
- - Play Rough / Knock Off
- - Belly Drum
- - Protect
- I don't see a reason to run speed besides Muk-Alola, Play Rough was chosen as Stab, could also be Knock Off if you prefer Knock but I like having a move that actually does damage vs stuff like Rotom-W/Muk-Alola without having to Belly Drum first.
- You remove Ferrothorn/Kartana or ensure you have Hawlucha on the field after you are at +6. Whimsicott is tricky as it gets Encore so try protecting and taking it out on a flight with Sky Drop OR 1HKO none sash varients with Smart Strike from Kartana.
- Copen (Chandelure) @ Choice Scarf
- Ability: Flash Fire
- Level: 50
- EVs: 4 Def / 252 SpA / 252 Spe
- Timid Nature
- IVs: 0 Atk
- - Heat Wave
- - Shadow Ball
- - Fire Blast
- - Energy Ball / Trick
- With Choice Scarf you outspeed, chip and pressure essentially half of all the pokemon in the game down in a corner thanks to immunity to Fake Out and the ability to chip damage on any other pokemon for Hawlucha/Kartana to finish whatever leads that turn.
- Energie Ball is the only move I feel iffy about, it's there to hit Gastrodon and Azumarill as you live 1 Aqua Jet but overall it doesn't do much compaired to Trick, so feel free to make a choice on what you prefer because both options seem ''poor'' compaired to all the other utility the above moves provide.
- The main use is just to spam Heat Wave as you outspeed pretty much everything exept Jolly Bellosom under sun. Whimsicott would be usefull under such a sun abusing pokemon as it can taunt preventing ''After You'' + Eruption and preventing fast sleep powder. Just Shadow Ball with Chandy into Torkoal that turn.
- OR
- Chandelure @ Ghostium Z
- Ability: Flash Fire
- EVs: 252 HP / 4 Def / 252 SpA
- Modest Nature
- IVs: 0 Atk
- - Heat Wave
- - Shadow Ball
- - Trick Room
- - Protect
- Pick whichever, both have pro's and cons.
- Joule (Kartana) @ Focus Sash
- Ability: Beast Boost
- Level: 50
- EVs: 252 Atk / 4 SpD / 252 Spe
- Jolly Nature
- - Leaf Blade
- - Smart Strike
- - Sacred Sword
- - Night Slash
- nice and 2HKO on anything even remotely relevant exept for Torkoal/Rotom-H who you at best did be hitting with a different pokemon.
- With Darkinium Z you can actually 1HKO bulky Marowak-Alola, Reunicless and Chandelure, something Life Orb could miss out on. Darkinium Z Night Slash also is the most notable way of hitting Torkoal/Rotom-H for about 40-50% for Torkoal and 60-70 or 45-55% to Max HP or Max Defensive Rotom-H respectively.
- With Focus Sash you can threaten down on Lycanrock with Fire Fang, Swellow and Ribombee with HP Fire but those can threaten you out anyway with there own focus fash. Sacred Sword also 2HKO's standert Ferrothorn. If you were to change it's item into Life Orb you would also 1HKO offensive Kartana but that could just as well be running Focus Sash or potentially take itself out with Life Orb recoil.
- Gunvolt (Rotom-Wash) @ Aguav Berry
- Ability: Levitate
- Level: 50
- EVs: 252 HP / 76 Def / 120 SpA / 4 SpD / 56 Spe
- Modest Nature
- IVs: 0 Atk / 30 SpA / 30 Spe
- - Hydro Pump
- - Thunderbolt
- - Hidden Power [Fire]
- - Protect
- Moves:
- Hydro Pump/T-bolt stab that actually picks up on 1HKO's. HP Fire is to prevent Kartana/Ferro from having a free switch as well as a way of being able to hurt Ferro who otherwise wouldn't mind even to getting burned in trade of leech spam.
- HP Fire was chosen over Will-O-Wisp/Volt-Switch for the pressence it has against the opponants Grass and Steel type pokemon including Escavalier, Ferrothorn, Kartana and even Whimsicott. Downside obviously being that it only 1/2HKO's on a switchin on some of these but still does some damage without forcing a lose if the game were to come to an end. You do fuck all to Amoongus however.
- EV's:
- 56 speed makes you outspeed Jolly Azumarill, 120 SpA with Modest ensures you 1HKO Azumarill after a Belly Drum (75% min) and ensures you 1HKO any Chandelure/Marowak-Alola. On top of this it also has a great chance to 1HKO Kartana, 2HKO standert Ferrothorn and 3HKO's special defensive Ferrothorn which I would suggest to be uncommon when Azumarill/Kartana exist. It also 2HKO's Escavalie who with CD can actually 1HKO you. (You need max HP max Defense neutral nature for that to 2HKO)
- Remaining EV's are placed in defense making +6 Aqua Jet only do ~70-80% potentially even activating Aguav Berry OR surviving Play Rough which also activates Aguav Berry. It also makes Shadow Bone from Marowak-Alola deal just below 75% on average so a high roll will activate Aguav Berry. ALSO survive Diggersby's Return from an Adamant Life Orb set, ensuring Aguav Berry activates putting your out of Quick Attack range.
- Answere to: Azumarill, Hawlucha, Chandelure, Marowak-Alola, Diggersby
- Prone to: Kartana, Whimsicott, Amoongus, Ferrothorn.
- Overall weaknesses:
- -Faster pokemon: Jolteon, Swellow, Ribombee, Azelf all have some form of pressence against this team that forces it into sub-optimal situations. Special mention to Scarfed Rotom-H with Volt-Switch for making this team have a sour tast when facing it. Just use Aqua Jet from Azu and be done with it.
- -Aromatisse/Re-direction set up: To put it simple this team relies on having Whimsicott to prevent opposing set up pokemon and relies heavily on Encore/Taunt to prevent any form of set up between Tailwind, Trick Room to Belly Drum and Quiver Dance. Aromatisse is specifically worrisome as it can protect it's allies from those moves while taking practically no damage from any of my pokemon besides Kartana, Chandelure or +6 Azumarill(It actually takes two (+0 boosted) Adamant Play Roughs without any healing item).
- -Trappers:
- With Magnetpull Magneton, Shadow Tag Gothorita, Arena Trap Dugtrio there is a small window of automatic failure if you give the opponant the ability to actually utilize it. Scarfed Magneton is most notable for its ability to outspeed all pokemon on my team while simultatiously being able to 1 or 2HKO any of my mons with the right coverage.
- Dumb pokemon for this team to face:
- -Ribombee; Thanks the the 124 speed tier, acces to Quiver Dance, Energie Ball, HP Fire and Fairy typing this pokemon forces out Kartana, Hawlucha and can heavily threaten down on Rotom. This mon itself isn't the issue, it being paired with Oricorio-Pom-Pom however is a massive issue because then Chandelure can't reliable threaten both and Azumarill is put at risk.
- -Swellow; Thanks to 125 speed, decent offensive pressence and scary flying/Normal coverage this could wreck allot of havok, to give an idea: Boom Burst(if they don't mind hitting themselves) or Facade alongside Heat Wave/Air Slash OR Brave Bird/U-turn. Those are actually scary moves. It also gets Tailwind/Quick Guard. Rotom walls that but it doesn't take away how it forces everything else out.
- A combined use of Chandelure/Rotom-W can easily force this mon out but this mon forces any of the 3 fast pokemon out. It also does too much for azumarill to set up. I think it will be uncommon but we will see.
- -Azelf; 115 speed> Kartana, acces to Flamethrower, Psychic and a moderate amount of utility moves. Possitive being it's defenses actually allow Hawlucha to 2HKO it with Sky Drop, Whimsicott to 2HKO with Moonblast and Chandelure/Rotom can take 1 of it's hits.
- Still it's a force to play carefull around.
- -Espeon; 110 speed > Kartana, acces to coverage that can actually hurt allot of the team. Just use Chandelure to 1HKO, pressure with Azumarill or more effectively go for some chip damage with Moonblast from Whim + Poison Jab/Sky Drop with Hawlucha finishes off any offensive Espeon set, can't however finish off other sets.
- -Muk-Alola; To put it simple we have Kartana, more I really can't say about this dumb everything surviving pile of sludge. Seriously having a belly drum up with azu ensures it dies, having Kartana out against it is easily the most important thing to pressure it but still doesn't prevent it from going for Fire Blast. So Spamming with Azumarill's Play Rough or utilizing Sky Drop combined with set up would honestly be the most effective way of beating it but leaves whatever is in the second opposing slot free for whatever.
- Electric types:
- -Oricorio-Pom-Pom, that Electric type + Quiver Dance copy from Bellosom/Ribombee/Masquerain. Also Tailwind, buggy speed tier and accesto decent offensive pressence. Chandelures Ghostium Z shadow has 81% to 1HKO quiver dance offensive orico at +1 spD.
- -Scarfed Rotom-H; We have Rotom-W and Chandelure to pressure this thing but ultimately there isn't allot I have for it.
- -Scarfed Magneton; I don't expect allot of them but dear lord this could break down most things thanks to it's 120 spA, Magnet Pull or Analytic and coverage possabilities.
- Team 2: Offensive pressence:
- Excadrill @ Groundium Z
- Ability: Mold Breaker
- Level: 50
- EVs: 4 HP / 252 Atk / 252 Spe
- Jolly Nature
- - Earthquake
- - Iron Head
- - Rock Slide
- - Protect
- Any slow team that isn't trick room just loses to this mon, it's directly the most effective ground pokemon in the game simply for outspeeding all rotom forms and the ability to powerfull single 1HKO Muk-Alola or double hit everything. It's kinda deadwight vs Scarfed Chandi/, Kartana and Hawlucha but that's offense for it.
- Chandelure @ Choice Scarf
- Ability: Flash Fire
- Level: 50
- EVs: 4 HP / 252 SpA / 252 Spe
- Timid Nature
- IVs: 0 Atk
- - Heat Wave
- - Shadow Ball
- - Energy Ball
- - Fire Blast
- Amoonguss @ Black Sludge
- Ability: Regenerator
- EVs: 228 HP / 252 Def / 28 SpD
- Relaxed Nature
- IVs: 0 Atk / 0 Spe
- - Spore
- - Rage Powder
- - Hidden Power [Fire]
- - Giga Drain
- Porygon2 @ Eviolite
- Ability: Download
- EVs: 252 HP / 12 Def / 244 SpD
- Sassy Nature
- IVs: 0 Atk / 0 Spe
- - Ice Beam
- - Tri Attack
- - Trick Room
- - Recover
- Azumarill @ Aguav Berry
- Ability: Huge Power
- EVs: 252 HP / 252 Atk / 4 SpD
- Brave Nature
- IVs: 0 Spe
- - Knock Off
- - Aqua Jet
- - Waterfall
- - Protect
- Kartana @ Focus Sash
- Ability: Beast Boost
- EVs: 252 Atk / 4 SpD / 252 Spe
- Jolly Nature
- - Leaf Blade
- - Smart Strike
- - Sacred Sword
- - Detect
- You attack with fast pokemon, you wall with slow pokemon, you controll speed with trick room, you beat everything with utility.
- Team 3: Actuall Offense
- Chandelure @ Choice Scarf
- Ability: Flash Fire
- EVs: 4 Def / 252 SpA / 252 Spe
- Timid Nature
- IVs: 0 Atk
- - Heat Wave
- - Shadow Ball
- - Fire Blast
- - Energy Ball
- Max max speed and utilizing the simplest of utilities, scarfed 145 stab spread heat wave, as hot as the summer is right now x-x
- Fire Blast gives additional single target damage on most prominently Muk-Alola and Poryon-Z/2.
- Azumarill @ Sitrus Berry
- Ability: Huge Power
- EVs: 236 HP / 252 Atk / 20 Spe
- Adamant Nature
- - Play Rough
- - Aqua Jet
- - Belly Drum
- - Protect
- some speed to speed creep defensive sableye and KO with +6 AJ before will-O because you most likely won't pair it with Fish even when Fish actually does pair nicely for beating Amoongus and such nicely.
- Hawlucha @ King's Rock
- Ability: Unburden
- EVs: 252 Atk / 4 SpD / 252 Spe
- Jolly Nature
- - Fling
- - Acrobatics
- - High Jump Kick
- - Protect / Detect
- It's not like Imprision is a strat people still use but with Fling + King's rock/razor fang you just do all you need to get unburden going making you outspeed even later game sun users, scarfed Chandelure etc.
- You take stuff like chandi's heat wave with like 30-40% remaining, chance to survive sun boosted Heatwave as well.
- Kartana @ Focus Sash
- Ability: Beast Boost
- EVs: 252 Atk / 4 SpD / 252 Spe
- Jolly Nature
- - Leaf Blade
- - Smart Strike
- - Sacred Sword
- - Detect
- No night slash so dealing with chandelure can be tricky with it as going down to Sash makes you prone to azumarill's Aqua Jet.
- Bruxish @ Life Orb
- Ability: Dazzling
- EVs: 252 Atk / 4 SpD / 252 Spe
- Jolly Nature
- - Psychic Fangs
- - Waterfall
- - Aqua Jet
- - Protect
- Good speed, good offensive to 2HKO or pick up a KO from spread heat wave.
- Excadrill @ Groundium Z
- Ability: Mold Breaker
- EVs: 252 Atk / 4 SpD / 252 Spe
- Jolly Nature
- - Earthquake
- - Rock Slide
- - Iron Head
- - Protect
- Fast powerfull team.
- Hawlucha + Chandi beat most sun has to offer besides again, chloro sleep users.
- Quiver dance user combos also lose to that combination.
- Trick Room hates dealing with Azum + Hawlucha,
- Quash/fake out/prankster in general hates ugly fish so having it in your back can be more then just an threat for them to play around.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement