Resource SV National Dex Monotype Sample Teams [Indigo Disk] | OPEN

Considering one of the replays was decided by a rock slide miss and the other was decided by a crit, they don’t seem like good examples.
Nothing much to say otherwise, standard fire sun apart from Volcanion and Psychium Z.
Toucannon Offense
This is a mono normal offense team which contains toucannon.


This is the main sweeper on the team and the only fully evolved normal ghost type in the game. It doesn't have much to imitate on this team, but the speed, power, and fighting immunity it provides is valuable to this team. Shadow sneak used instead of extra coverage to provide valuable chip and to KO low hp mons.

Mega lopunny doesn't require much explanation. It hits everything for at least neutral damage, and hits quite hard.

Cyclizar has a lot of utility options, and many of them are quite powerful. Shed tail is the most powerful, often allowing zoroark to set up for free, and allowing ursaluna to activate its flame orb without tanking a hit. It can also spin away hazards and knock off items.
Ursaluna is the most powerful wallbreaker on the team, even before guts activates. It can easily absorb status, as it is immune to twave and is holding a flame orb. It doesn't need the extra coverage, but I feel that hitting skarm and corv super-effectively and the healing from drain punch are worth the moveslots.

The namesake of the team, this physically defensive set can burn the opponent, defog away hazards, use powerful flying STAB, recover hp, and pivot out on the same set. This is due to its signature move beak blast, a 100 bp physical flying move with -3 priority that burns the opponent if it makes contact with toucannon the turn it uses the move. This allows it to burn a mon while damaging it, burn a pivoting mon while damaging the switch-in, and chip any mons without burning them. This combined with toucannon's high attack, decent bulk, fighting neutrality, and other moves makes this mon a powerful defensive pivot for this team.

Often coming in during the late-game, this scarf set can usually sweep a mono-fighting team by itself. After all, it has a 156 bp STAB psychic move. Dazzling gleam and mystical fire are for dark and steel, respectively.
Vs fighting
Vs steel
Check the attached pic. It was 4 months ago, but i still solo peaked with this sand ground offense team, and with recent ladder testing, i decided Ursaluna just didnt fit.
anyways, this is the team.
Hippowdon and Gastrodon provide a valuable defensive backbone for the team due to their refusal to die. Hippo is also a potent rocker in many MUs. Slack and eq are obvious, but the last move is tricky. I prefer yawn for the immediate threat of sleep and forced switches especially to excadrill it creates, but roar is a more immediate option vs setup and can generate rocks and sand chip while bypassing sub. If soundproof kommo-o is a big problem, use whirlwind instead. Special defense evs turn hippo into a very potent blanket wall.
Gastrodon is the other wall as well as the status spreader and water counter. Scald is insane, toxic is crucial, and recover is crucial. Last move should prevent setup, though its up to you if you prefer clear smog’s damage or haze’s effect on steel types. Physical defense allows it to deal with waters better along with its natural special bulk. I believe gastrodon is better than clodsire as a water immunity for the following reasons:
1: it gives a chance vs rain as you can 1v1 mega swampert while clodsire cries vs eq and cant spread burns
2: Clod cant clear stats, so its fodder vs many setup sweepers including eq kommo-o which now 6-0s you if tusk is chipped into clanging scales range and its out of cc range.
The only thing clod does that gastro dosent is beat scarf meowscarada.
Next is CB exca. Set’s standard with dual stabs, its also hazard control vs spikestack and bug and poison. Rock slide is much preferred, only run scissor if you NEED it vs grass or some shit, idk why people run this tbh. Adamant secures more dmg and ohkoes and you alr outspeed what you need to, jolly is only useful outside of sand, which you shouldnt be if youre cleaning or ripping holes with this. CB over SD for immediate dmg, less chance to get killed, and no 4mss issues of rock slide vs spin. Lorb chip is really bad on drill, folks.
Lando incarnate is the special attacker, gravity glue, and breaker. Lando beats physical walls and outspeeds base 100s. EP with gravity, positioned right or led off, trolls many MUs. Sludge wave makes grass playable and fairy waaaaaaay easier. I prefer rock slide to beat zard y and Volcarona immediately, and they are normally surprisingly big problems for ground, and it kills despite timid so as to not sacrifice bulk, cause we got landoTHICC. Focus blast is for tinglu and ferrothorn, who are also problems. Personal pref. EVs are self explanatory.
Mega garchomp is MU Cheese at its finest. SD, SShot once or twice, mega, sweep. Or just mega from the start. The fire coverage is up to you: Fire Blast for Skarm, ferro, and Sciz, or Fire fang for a boostable coverage option. Even jolly, which chomp dosent like sacrificing bulk as it puts it into a lot of 2hko ranges, fire blast nukes its targets, so i prefer it. Evs are self explanatory.
Tusk is spontaneous speed control, surprise, fighting coverage, and glue. Dual stabs and really strong ice coverage are always amazing, and last move is a tossup: Beat flying and bully fire, or have support and murk normal. Always have rock slide on 1 of tusk or lando, or zard and volc will be very not fun. Evs are obvious. You need jolly for speed, but adamant OHKOes ursaluna with Close Combat if you REALLY need to.
I will, in place of replays since its kinda old, put a game plan vs every type.
Bug: play aggressively and use your resources. Conserve gastrodon for araquanid switchin to trade toxic and keep a volc killer. Garchomp sweeps endgame.
Dark: havent played many and its a mixed bag, but definitely take advantage of scarf tusk and speed control. Scarf meows is rough though. So is spinning vs sableye. But your pressure and sandband drill keeps it even.
Dragon: Keep gastro to revenge clear kommo-o. Use gravity turns wisely. Try to set up garchomp. Great tusk surprises kyurem and shit and is a good lead. Hippo is immortal, and exca clicks iron head and resists attacks.
Electric: get lando i in safely, set gravity, drop some bodies. Hippo beats dos on a good day. If not, revenge it. Gastro walls rotom. Scarf tusk bullies koko.
Fairy: Lando bullies, though be careful. Excadrill goes hard. If theres an azu, prevent drum and dont lock yourself into weak choiced attacks. If fini, gastro. Get fast kills. Hippo walls shit again.
Fire: Lead Lando cheeses this mu with rock slide bar cinderace which is easy to deal with and moth which is as well. If not slide, play tusk well and abuse sand and rocks. Click rock moves vs zard: if it becomes zard x and ddances, gastro beats it and hippo and chomp cant switch in but can revenge it.
Fighting: Watch out for breloom, and spore sack garchomp if needed. Rough sometimes bc of valiant, but use your power and speed. Keep hippo and gastro high.
Flying: GRAVITY! Rock slide zard y, preferably lando so you arent choiced. Gravity, sandband exca, rocks, and scarf tusk are you biggest assets. The defensive core walls, and chomp trolls under gravity.
Ghost: Havent fought ghost yet, ill admit. I think the plan would revolve around speed control and walling and sand. Watch for mimikyu though.
Grass: Rough. Sporesack gastrodon to loom, spam your strong attackers, hippo is pretty much just a sand setter sadge. Nerf synthesis with sand, get tempo and always keep it.
Ground dittos: Garchomp cheeses, tusk spins stuff right round baby right round,, gastro beats stuff, but be careful of toxic.
Ice: Excadrill funny, tusk is good, lando bypasses physical walls. Keep hippo healthy and let gastro wall stuff that dosent have freeze dry. Chomp clicks fire stuff and eq till it dies.
Normal: Keep rocks. Tusk surprisingly 1v1s lop defensively and offensively, with knock off it bodies normal harder. Trade kills, keep gastro healthy for pory2, use gravity if needed. Toxic spam is annoying, but you can try to have a couple absorbers, and there is no switchin for ursaluna, just try to 1v1 it at all costs.
Poison: Gravity vs geezing, spam stabs, venu is annoying as hell but you can beat it with ground spam and nerf synthesis with sand. Exca also goes hard. Keep lando alive at all costs. Gravity and special attacks are both massive assets. Dont get cocky and try to 1v1 muk from high hp with lando, go to chomp.
Psychic: havent fought post espathra much. Hippo walls scarf lele, the other variants are too slow to wreck ground. Without slowbro, its a straightforward power struggle. With bro, try to toxic it with gastrodon and outdamage its regen, using rocks vs non boots. Its rough though. However, just spam your attacks and keep lando alive to kill lele and slowbro.
Rock: Spam eq and shit to win. Dont be an idiot vs air balloons and always keep hippo and gastro healthy for random set up balloons and aerodactyl.
Steel: Lando and chomp are your main sources of reliable dmg. This mu tests your coverage choice on chomp, fang beats steela and corv but blast beats skarm and sciz and ferro easier. Conserve health on chomp so sciz cant revenge it after scale shot. Try to chip, scald, or kill the ground immunity, pop balloon tran whenever you can. Also chip ferro if possible. And Never. Get. Cocky.
Water: Vs rain, keep gastro at all costs to wall, toxic, and scald rain mons. Try to get kills and big dmg, not much more you can do besides control tempo. Vs balance, keep gastro for stuff like shifu, spam stabs, try to remove possible mantine, nuke slowbro as much as you can.
Reasons to pick mine alongside the current sample: I tested my team for over a month on ladder and with many improvements and a TON of playtesting, i have peaked ladder, and i have been a practiced ground enthusiast for months. I think this team has what it takes to get anyone, not just me, to high ladder.


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So this is my version of Offensive Fighting. It's very standard with Iron Hands being you special defensive set with Assault Vest and your momentum coverage/momentum moves in Ice Punch, Drain Punch, Rock Slide and Volt Switch. Next we've got Iron Valiant, the main special attacker on the team and the speed control with a scarf. Trick is on here to stop setup or hazard stacking pokemon such as Skarmory or Volcarona. Great Tusk is the hazard removal and phys def tank with 220 speed to outspeed Tapu Koko at +1 after Rapid Spin. Kommo is a mix attacker with the Kommonium Z set allowing for great sweeping potential having great coverage with Flamethrower and Drain Punch. Mega Gallade is a good setup sweeper with great speed and coverage being able to deal high damage to Poison-types with Zen Headbutt and Flying-types such as Gliscor and Lando-I with Triple Axle. Finally, Sneasler is banded to deal maximum damage against the pesky, bulky Grass-types such as Cradilly and Rillaboom with Dire Claw and U-turn. Shoutout to TTK for checking some sets and giving me good ideas with EVs, moves and item slashes.
Since Spectrier is now gone I've made taken the liberty to figure out how ghost will be played from now on and after fiddling with a few archetypes I felt like Hazard Stack with Gholdengo was one of the more consistent ones. To start off we have the two hazard setters, Galarian Corsola and Brambleghast. Galarian Corsola is max defense to take a bunch of hits from Pokemon such as Mega Swampert and Garchomp while crippling them with Will-O-Wisp and Strength Sap and throw down Stealth Rocks while Brambleghast is max speed and hp to set out Spikes quickly and spin away all the opposing hazards. Mega Sableye is a mix set defensive set with enough Spdef to live a Moonblast from Mega Diancie and punish it with Metal Burst OHKOing it. Mega Sableye is also able to bounce status moves that try and put Galarian Corsola on a timer such as Toxic while also bouncing back hazards that prevent Blacephalon from switching in and out freely. Mimikyu and Blacephalon provide your offensive pressure where Mimikyu is a must for the Dragon matchup and Blacephalon as the speed control. Life orb on Mimikyu allows it to OHKO the likes of Baxcalibur and Tyranitar. Choice Scarf Blacephalon can reverse sweep certain MUs with Psyshock in the Poison MU and Shadow ball in a Hisui Zoroarkless ghost.
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Bka Onon

Nameless Summer
is a Pre-Contributor
- WAVE 4 -

OP Will be updated soon to reflect the changes!
myself12 This team is approved.
Trick_Star the Wise This team is rejected as it has quite a lot of outdated things which no longer keep up.
Giyu This Team is approved.
xoPure This team is rejected; it tried to be offense but ultimately fails in sets and composition.
Mungused This team is rejected as Kingambit is banned; and Orthworm is not something sample-worthy.
Que_Loso This team is rejected as it has quite a lot of set problems.
agenttoxic_ This team is rejected as it faulters in sets and composition a lot.
Hakukias This team is approved.
Yeet3r This team is rejected and it lacks behind in some mon and set choices.
Yeet3r This team is approved.
Trikingtri This team is rejected as it is quite gimmicky and faulters a bit in sets.
Hakukias This team is approved.
TrialTTT This team is rejected as other submissions showcase Fire better.
Hakukias This team is approved.
Dreadcrown This team is rejected because HO Normal is not a sample-worthy playstyle.
Willro101 This team is rejected because it has mon overlaps and mon underutilisations.
Don Bork This team is approved.
Hakukias This team is rejected because Toedscruel compositions are inferior to other ones.
Hakukias This team is rejected because of the lack of Scizor hurting the composition

[Dragon] Updated Hyper Offense

:sv/Garchomp: :sv/Kommo-o: :sv/Altaria-Mega: :sv/Latias: :sv/Roaring Moon: :sv/Baxcalibur:

Garchomp @ Focus Sash

Ability: Rough Skin

Tera Type: Dragon

EVs: 252 Atk / 4 SpD / 252 Spe

Jolly Nature

- Stealth Rock

- Earthquake

- Stone Edge

- Swords Dance

Kommo-o @ Kommonium Z

Ability: Soundproof

Tera Type: Dragon

EVs: 4 Atk / 252 SpA / 252 Spe

Naive Nature

- Clanging Scales

- Drain Punch

- Flamethrower

- Taunt

Altaria-Mega @ Altarianite

Ability: Pixilate

Happiness: 0

Tera Type: Dragon

EVs: 252 Atk / 4 SpD / 252 Spe

Jolly Nature

- Frustration

- Earthquake

- Dragon Dance

- Roost

Latias @ Choice Scarf

Ability: Levitate

Tera Type: Dragon

EVs: 252 SpA / 4 SpD / 252 Spe

Timid Nature

IVs: 0 Atk

- Draco Meteor

- Psyshock

- Defog

- Healing Wish

Baxcalibur @ Loaded Dice/Heavy-Duty-Boots

Ability: Thermal Exchange

Tera Type: Dragon

EVs: 252 Atk / 4 SpD / 252 Spe

Jolly Nature

- Glaive Rush/Ice Shard

- Icicle Spear/Icicle Crash

- Dragon Dance

- Earthquake

Roaring Moon @ Choice Band

Ability: Protosynthesis

Tera Type: Dragon

EVs: 252 Atk / 4 SpD / 252 Spe

Jolly Nature

- Crunch

- U-Turn/Earthquake

- Dragon Claw

- Iron Head

Garchomp is the team’s hazard setter and your lead for most matchups. Stealth rock is essential for any team and it helps break opponents down throughout the match. Now for the moves. Earthquake is a Stab that provides good damage, Rock Tomb is used to hit Flying and Levitate pokemon such as Zapdos, Tornadus-T, and Rotom-Heat, Lastly, Swords dance allows Garchomp to raise it’s attack stat to boost its power to help quickly deal with defensive mons such as Mega Venusaur. This set runs focus sash to live many moves that would OHKO Garchomp. This way, we either get a guaranteed opportunity to set up rocks or deal damage to break down an opponents offense, potentially granting an early kill.


Kommo-O is the main late game sweeper for the team as well as a Steel breaker. Clanging Scales is the Dragon Stab since it is required to activate its signature Z move. Drain Punch is the Fighting Stab since it provides recovery for Kommo-o to help keep it healthy throughout battle. Flamethrower allows Kommo-o to hit Steel types like Skarmory and Gholdengo since they aren’t bothered by Drain Punch. Finally, Taunt is used to shut down mons such as Hippowdon and Toxapex from Whirlwinding and Hazing Kommo-O’s stat boosts. Soundproof is the ability to prevent Ditto from taking advantage of Kommo-o’s stats and revenge killing it by using clanging scales itself.


Mega Altaria is the Mega for the team and allows the team to deal with threats like Roaring Moon, Kommo-O, and Iron Hands with its fairy typing upon mega evolution. Dragon Dance boosts Altaria’s attack and speed and makes matchups like Electric and opposing Dragon teams Easier. Stab Pixilate-Frustration checks the mentioned Dragon types as well as Mega Sableye, Ting-Lu, and Great Tusk. Frustration is run instead of return to prevent max happiness ditto from taking advantage of a boosted return. Earthquake is a good coverage move used to hit Steel types like Gholdengo and Heatran as well as to help make Electric and Dark matchups easier. Finally, Roost allows Mega Altaria to increase its longevity/survivability throughout battle and have more opportunities to set up Dragon Dance.


Latias is the scarfer for the team and helps in the Fighting matchup against threats like iron Valiant and outspeeding +1 Kommo-O. Draco Meteor is the dragon Stab of choice as it allows Latias to revenge kill mons such as Greninja after Stealth Rock damage, and Kyurem. Psychic is a reliable Stab move that does good damage to mons such as Mega Lopunny, Galarian Weezing, and Mega Venusaur. Psyshock can be used instead to hit mons like Volcarona better with its ability to hit a Mon based off of defense rather than special defense. Defog provides entry hazard removal and increases the team’s longevity. Healing Wish allows Latias to heal a weakened teammate that is still needed such as Mega-Altaria in the Dark matchup.


Baxcalibur serves as a brilliant setup sweeper that can ease the Ground, Flying, and Dragon Mirror matchup along with providing an Ice type neutrality. Glaive Rush is a powerful Dragon type stab that deals a good chunk of damage to neutral targets. Ice Shard can be used instead to revenge kill weakened targets such as Meowscarada and Great Tusk. Icicle Spear pairs well with Loaded Dice to break substitutes and potential sashes of an opposing mon. Icicle Crash can be used instead paired with Heavy-Duty-Boots but has a decreased based power. Dragon Dance turns Baxcalibur to a threatening sweeper and wallbreaker that can steamroll through weakened teams. Earthquake is nice coverage to deal with Steel and Fire types like Gholdengo, Heatran, and Skeledirge.


Roaring Moon serves as the wallbreaker of the team and helps in the Ghost and Psychic matchups. Crunch is the Dark stab that deals good damage output. U-Turn is used to provide momentum for the team and can be used against forced switches. Earthquake can be used to hit Toxapex and Heatran. Dragon Claw is the Dragon stab since it still does good damage output and doesn't come at the cost of confusion from Outrage. Iron Head is used to hit Fairy types such as Mega Diancie and Iron Valiant.
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[Electric] Regieleki + Choice Band Iron Hands Offense

I've been noticing some stagnation with the teams recommended for Electric, so I've finally decided to throw my hat in the ring and share my team, with some slashes.

:sv/Tapu Koko:
Terrain setter and by far my most common lead. Dazzling Gleam is a universal choice for the Fairy attack, while Thunderbolt and Volt Switch allows it to do damage both while pivoting and while staying in as a potential cleaner. Hidden Power Ice can be used over Thunderbolt for additional coverage, while U-Turn can be used over Volt Switch for an unblockable switch. Finally, Grass Knot allows Koko to deal with ground types. I chose Choice Specs over Expert Belt or Boots for the extra power, especially since I'll commonly switch this out after a kill whether or not it's locked into a move.
Special defender of the team. Since this handles physical attackers by threatening them with a burn, I put most of Rotom's EVs into special bulk. Hydro Pump and Wisp are mandatory on a defensive set, Volt Switch is useful for positioning, and Defog lets Rotom do something against walls. Alternatively, Pain Split can be used to heal. Leftovers were chosen to keep Rotom alive.
Special wallbreaker. Although defensive Zapdos helps in some matchups, especially steel, Choice Specs Zapdos shores up a lot of electric's weaker matchups, such as ground, poison, and especially grass, who only has Cradily to survive two Hurricanes, and even that can be worn down or Volt Switched on to bring in another threat. Heat Wave hits Steel-types for super effective damage, being particularly valuable for Mega Scizor and Ferrothorn, while Volt Switch is once again useful for positioning. Thunderbolt can be used as a cleaning move, while Hidden Power Ice can be used for additional coverage.
I'm going to bat for my beloved. I think Regieleki is a better terrain sweeper than Alolan Raichu. Despite the slower speed and much, much worse coverage, Regieleki hits so hard that it makes up for it while also not being weak to Sucker Punch or Shadow Sneak. While Raichu has four move slot syndrome, trying to fit Voltage, a Psychic move, Focus Blast, Grass Knot, Nasty Plot, and HP Ice, Regieleki is free to spam Rising Voltage and OHKO a lot of the metagame. I chose Life Orb for both power and move flexibility while not caring about recoil, since Regieleki tends to switch out if it's outsped no matter what. Rising Voltage, Volt Switch, and Extreme Speed are mandatory on a Life Orb set, since Extreme Speed picks up a surprising amount of kills on chipped opponents with priority moves. The last move is up to personal preference. Rapid Spin can remove hazards in a pinch, Ancient Power hits some electric immune Pokemon for good damage, and Explosion can weaken or even remove special walls for teammates.
The forbidden set returns to Smogon. I think I'm the only person on high ladder who runs Z Bounce Zeraora, and I cannot tell you how many Volcaronas I've killed with it. It also oneshots Mega Gallade, Iron Valiant, Sneasler, and Meowscarada locked into Flower Trick, to name a few that Zeraora otherwise has trouble with. Apart from that, it's the standard cleaner Zeraora. Plasma Fists is a strong STAB, Close Combat is excellent coverage, and Knock Off not only deals with problematic Ghost types such as Spectrier before its ban, but can remove key items, most notably allowing Zeraora to check all three Protean scarfers (Cinderace has Libero but same difference). Bulk Up can otherwise be used on a set without Flyinium Z to allow Zeraora to set up and utilize its excellent base speed to become a threatening sweeper.
:sv/Iron Hands:
Physical wallbreaker of the team. While the overwhelming majority of Iron Hands I see are Assault Vest, I've always preferred its second most common set: Choice Band. Choice Band Iron Hands in terrain hits unbelievably hard, oneshotting stuff that players aren't used to being oneshot. Most notably, Swampert always dies to Close Combat and can never oneshot, even after Mega Evolving. Truth be told, between its great STAB options, Earthquake for Poisons and certain Steels, and Ice Punch for Flying types and most Dragons, there's not much Choice Band Iron Hands can't oneshot, which puts a lot of pressure on my opponents. While the lack of move flexibility can become a liability, the burden is always put on my opponent to avoid losing ground. As well, Iron Hands' excellent base stats mean it can still tank hits well, even without much investment in special defense or an Assault Vest.

vs ghost (pre-Spectrier ban):
vs rain water:
vs ground: COMING SOON
Hello, this is Doug here! First time posting a sample team and are not sure how to do it.

This is my balanced steel type team.

My scarfer, hazard remover, and (in part) fire type counter. Standard moves outside of rock slide, this is to nail mega Charizard Y and Volcarona, both are faster then the whole team and would sweep easily.

Iron Treads @ Choice Scarf
Ability: Quark Drive
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide

This is out side the norm but I have had great success with it. Standard mixed attacker stats with stored power for nuking anything that doesn’t resist it.

Jirachi @ Normalium Z
Ability: Serene Grace
Shiny: Yes
Tera Type: Steel
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Happy Hour
- Stored Power
- Thunderbolt
- Iron Head

Mega Scizor Shreds anything not resistant to it, trail blazer to help with ground type teams and to boost speed, close combat to hit other steel type hard.

Scizor-Mega @ Scizorite
Ability: Light Metal
Tera Type: Bug
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Bullet Punch
- Close Combat
- Swords Dance
- Trailblaze

offensive set with max positive speed and mixed atk stats to trap and lock all walls without a way to switch out (out side of telepor, U-turn, Ect.)

Heatran @ Air Balloon
Ability: Flash Fire
Tera Type: Fire
EVs: 80 HP / 28 Atk / 148 SpA / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Stone Edge
- Taunt

One of the walls of the team and a real help with water and electric. Stealth rock to put pressure on the enem, leech seed to heal it and it’s freinds.

Ferrothorn @ Leftovers
Ability: Iron Barbs
Tera Type: Grass
EVs: 252 HP / 72 Def / 184 SpD
Careful Nature
- Power Whip
- Leech Seed
- Stealth Rock
- Protect

are other Wall and ground type helper. Leech seed to stay healthy, heavy slam for good damage and flamethrower for coverage.

Celesteela @ Leftovers
Ability: Beast Boost
Tera Type: Steel
EVs: 252 HP / 160 Def / 96 SpD
Impish Nature
- Heavy Slam
- Flamethrower
- Leech Seed
- Protect

Thank you for your time and have a good time, no matter what time.
:ferrothorn: :venusaur-mega: :whimsicott: :meowscarada: :celebi: :breloom:

I've found this team to be pretty effective. Ferrothorn and Mega Venusaur make for an excellent defensive tandem while Meowscarada-Celebi-Breloom turns out to be a very strong offense core of Dark/Psychic/Fighting.

To keep things short, Ferrothorn is your hazard setter and primary physical wall. Mega Venusaur is Ferrothorn's partner in that it soaks up Fighting type hits and takes Fire moves fairly well too. Whimsicott is your annoying support, it runs Defog to clear away hazards on your side so that Breloom can come in safely without breaking its Focus Sash, if you choose not to run Sash Breloom, use Stun Spore in place of Defog. Meowscarada is your speed check and fast offensive pivot. Celebi makes the Poison and Steel matchups somewhat more manageable (I originally was running Iron Leaves, but figured Celebi handles the Steel matchup better while also being a solid foothold in the Poison matchup as well). Lastly, Breloom is a decent revenge killer that packs the rare and deadly Spore. Hisuian Lilligant could be used instead, but there are going to be games where you get very unlucky with the accuracy drop from Hustle even with Wide Lens, and Breloom has wider coverage.

Handful of replays:
Vs Water

Vs Steel

Vs Bug
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Bka Onon

Nameless Summer
is a Pre-Contributor
The Last Round of Sample Submissions have been reviewed and the following teams have been accepted with a few changes:

DimLug Grass
I changed the Celebi Set and some moves here and there since they weren't very optimal
Don Bork Ghost
With Spectrier being banned, we needed a ghost and this was good, I just changed the Brambleghast set a bit

And with that we would like to thank everyone for all the submitted teams, they've been great. With the new DLC coming out soon we are going to pause submissions and start again after the DLC release in a whole new thread, this then this one will remain as a place for still good teams.

We hope we continue to get great submissions like these even after DLC to help everyone, Thank You!
First Teal Mask DLC Post!

1695158388840.png1695158435938.png:sv/ogerpon-cornerstone: 1695158629972.png1695158657688.png:sv/arcanine-hisui:

My sample is for Rock!

:shuckle: It is the team's lead and the goal is to setup Sticky Web. Said webs allows for your wallbreakers like Mega Diancie, Ogerpon, and especially Terrakion to blow through teams and dominate certain MUs like Dark and Steel! Be careful with things like Melmetal, opposing Mega Diancie, and Mega Sableye though ;-;.

:diancie-mega: Its among the best Pokemon to use on Rock period. It provides a neutrality to Fighting, which is greatly helpful in the case of :kommo-o: and is able to greatly punish passive play. Magic Bounce also helps with a type that has very poor removal options outside of :coalossal:. It is an exemplary webs beneficiary and becomes extremely obnoxious under them. It also synergizes offensively with Omastar and Terrakion as they take care of Ground and Steel respectively.

:ogerpon-cornerstone: She is a newcomer that shows a great deal of promise! She has Cradily's same typing, allowing her to have neutralities to Water, Ground, and Grass, giving the Rock player a lot more room to outplay these matchups whilst not having to deal with Cradily being a momentum sink. Jolly Ogerpon outspeeds Mega Swampert under the webs. Sturdy also allows you to outplay foes like Mega Lopunny. Grass + Rock + Ground is also very complimentary coverage and hard to handle fully.

:omastar: It's Speed goes from sad to very great under the sticky web alongside Shell Smash and allows Omastar to help boost your MU against Steel and Ground. Weak Armor is also synergistic as Omastar's good physical bulk allow it to accrue more boosts and outspeed close to the entire metagame. This is especially relevant given Omastar's great power under Shell Smash.

:terrakion: The biggest beneficiary of Sticky Web. It completely mops the floor with Steel and helps with Normal as well (BE VERY CAREFUL AROUND :ditto:!) Great discouragement for Dark as well! Its endless power is used best here!

:arcanine-hisui: A solid scarfer and more backup for Steel and Grass! It also helps with Scizor, a scary MU for rock. Also helps with Meowscarada too to an extent! Another great beneficiary of webs :D.

Replays: 1 2 3 4
I chose to build the team around kleavor due to its unique ability to setup stealth rocks while attacking while also being a good scarfer, especially due to it being able to handle flying and fire types which are otherwise difficult for bug to handle. The easy setting up of stealth rocks is very helpful for gathering chip damage for its offensive teammates like Volcarona.

Mega Pinsir:
Mega Pinsir is an incredibly threatening wallbreaker, and with its strong priority can also be a threatening late game sweeper. It finds the hazard support from kleavor araquanid and forretress incredibly helpful in both its wallbreaking and late game cleaning. It also heavily appreciates forretress for being able to remove stealth rock through rapid spin, and sticky webs from araquanid can allow it to outspeed scarfers and other offensive pokemon, allowing it to not be revenge killed by them.

Forretress is a necessity on Mega Pinsir teams due to being able to rapid spin stealth rocks away. I chose the red card item as it allows Forretress to prevent setup sweepers from getting out of hand and also stops opposing rapid spinners from repeatedly spinning away its spikes. Volt switch also allows it to pivot its offensive teammates in.

Volcarona is a very threatening sweeper and can quickly end games with the chip from kleavor's stealth rocks and forretress' spikes. It also helps with tough matchups like mono steel and is one of the best pokemon on mono bug.

Araquanid's water bubble ability allows it to become a fire resist which mono bug loves. Its ability to setup sticky web and sponge special attackers makes it an incredibly valuable support pokemon to mono bug. You could alternatively run waterium Z over heavy duty boots but I wouldn't personally do that.

Last but not least we have Scizor. Scizor is both a threatening wallbreaker and a great revenge killer with its strong priority bullet punch. It also means that if you have to sacrifice forretress to set off red card you still have a secondary steel type which while being less bulky can still definitely take hits. It also has its newly gained close combat to be able to threaten steel types like ferrothorn more than it could previously do with superpower. Knock off also allows it to remove heavy duty boots from opposing pokemon which could otherwise ignore the multiple hazards used on this team.

Vs Grass
Vs Flying (If you can only be bothered to watch 1 replay watch this one)
Vs Elec

Due to bad wifi I haven't been able to get many replays but I got my friend to get some for me (might add more later if my wifi gets better or my friend sends me more)
Vs Fire
Vs Bug
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:sv/ogerpon-hearthflame: :sv/whimsicott: :sv/lilligant-hisui: :sv/venusaur-mega: :sv/ferrothorn: :sv/meowscarada:

Now here is my sample sub for Grass!

:ogerpon-hearthflame: A fresh new addition to Grass! Hard to switch into coverage, Mold Breaker so Heatran just dies to +2 Cudgel, and a neutrality to Fire itself as well as Bug and Ice! Steel and Ice do not appreciate seeing Ogerpon in team preview.

:whimsicott: HAI Bella uwu but you are very good on Grass teams! You help a lot in the Dragon, Dark, and Fighting MUs :3. Thanks for your Prankster Encores/Defogs (good for Ogerpon as otherwise u need a :brambleghast: ) / Stun Spores :D

:lilligant-hisui: dishonest mon at times and helps with Steel, Flying, and Dragon. One of the best wincons on the type and obnixous to deal with at times. Hustle also amplifies its power and has it spiral out of control quickly.

:venusaur-mega: :ferrothorn: :meowscarada: These 3 are p much mandatory on all Grass teams. MVenu is probs the best mon on the type (arguably) and not only is it chunky, but has Ice/Fire neutralities and helps deal with those types/coverage options from random things like Lopunny. also stays healthy with leech asw effectively. Ferro is a nice flying neutrality and is a great hazard setter for the type. Iron Barbs punishing stuff is good and helps deal annoyances like Psychic/Kyurem/Melm/etc; Meowscarada is the best speed control on Grass and spreads Knock Off and can pivot breakers like Oger/Lilli in with U-Turn effectively. rkills annoyances like dengo/ival/etc; 1 2 3 4
[Normal] Blood Moon Balance
:sv/Lopunny-mega: :sv/Porygon2: :sv/Blissey: :sv/Staraptor: :sv/Ursaluna-Bloodmoon: :sv/Ditto:

Lopunny-Mega @ Lopunnite
Ability: Limber
Tera Type: Normal
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- U-turn
- Close Combat
- Triple Axel

Porygon2 @ Eviolite
Ability: Download
Tera Type: Normal
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Recover
- Discharge
- Ice Beam
- Hidden Power Fire

Blissey @ Heavy-Duty Boots
Ability: Natural Cure
Tera Type: Normal
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Stealth Rock
- Teleport
- Seismic Toss

Staraptor @ Heavy-Duty Boots
Ability: Intimidate
Tera Type: Normal
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Brave Bird
- Roost
- Defog
- U-turn

Ursaluna-Bloodmoon @ Normalium Z
Ability: Mind's Eye
Tera Type: Ground
EVs: 108 HP / 252 SpA / 148 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Blood Moon
- Calm Mind
- Moonlight

Ditto @ Choice Scarf
Ability: Imposter
Happiness: 128
Tera Type: Normal
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 30 Atk / 30 SpA / 0 Spe
- Transform
serves as the mega for the team and a all out attacker that helps in the Dark, Ice, Rock, and mirror matchups. Fake Out lets Lopunny become a revenge killer and pick off weakened threats and can also put mons into KO range with it's other attacks. U-Turn serves as a way to get Lopunny out of unfavorable matchups such as facing Toxapex and Mega Venusaur. Close Combat can handle Steel and Dark types like Gholdengo and Mega Sableye with it's ability Scrappy. Triple Axel helps against Ground and Dragon types such as Gliscor and Garchomp. Return can be used instead for a normal type stab that can hit mons like Tapu Koko or Tapu Lele.

is a member of the defensive core as well as helping in the Flying matchup. Recover allows Porygon2 to stay healthy throughout the match without getting worn down. Discharge is useful for paralyzing the opponent pokemon as well as hitting Flying types such as Celesteela and Corviknight. Ice Beam paired with Discharge forms a BoltBeam combination that helps with Flying teams along with helping against mons like Landorus and Dragonite. Hidden Power Fire is used to hit Steel types like Scizor, Mega Scizor, and Ferrothorn that otherwise don't mind Porygon2's other moves

is another member of the defensive core and serves as the special defense wall of the team. Soft-Boiled Increases the longevity of Blissey and allows for Blissey to further support its teammates throughout battle. Stealth Rock helps weaken opposing teams and support Blissey's teammates even more. Teleport allows Blissey to serve as a pivot after taking a special hit and safely going into a more offensive teammate. Seismic Toss is used to deal consistent damage to the foes Blissey walls and as to not allow it to be Taunt bait.

is the final member of the defensive core and serves as not only the defogger for the team but also provides a fighting neutrality. Brave Bird is Staraptor's way of dealing damage to mons such as Breloom and Mega Venusaur. Roost is needed to allow Staraptor to have better chances at removing hazards of the field and to also keep it healthy throughout the match. Defog is key for removing hazards such as Toxic Spikes for the team. U-Turn turns Staraptor into a pivot that allows for it to get out of bad situations. The ev's outspeed Adamant Breloom.

is the new addition for normal teams and acts as the special attacker for the team. Earth Power gives it a good ground type stab that can hit mons like Toxapex and Torkoal that Lopunny struggles with. Blood Moon is a strong normal type stab and compared with Normalium-Z allows for Ursaluna-Bloodmoon to one shot physically defensive Corviknight at +1. Calm Mind turns Ursaluna-Bloodmoon into a bulky setup sweeper. Moonlight keeps Ursaluna-Bloodmoon healthy and from being worn down in the match.

serves as the speed control of the team and as a revenge killer with it's ability Imposter. Transform is ditto's only move and is just used to fill a slot. 128 happiness is used to take advantage of Mega Altaria and Mega Pinsir's Return or Frustration. The given IVS are there to give it Hidden Power Fire.
[Rock] Balance
:sv/Diancie-Mega: :sv/Coalossal: :sv/Tyranitar: :sv/Omastar: :sv/Ogerpon-Cornerstone: :sv/Terrakion:

Diancie-Mega @ Diancite
Ability: Magic Bounce
Tera Type: Rock
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Spikes
- Mystical Fire
- Psychic

Coalossal @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Rock
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Flamethrower
- Will-O-Wisp
- Rapid Spin

Tyranitar @ Assault Vest
Ability: Sand Stream
Tera Type: Rock
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Stone Edge/Rock Blast
- Knock Off
- Fire Blast
- Earthquake

Omastar @ Air Balloon
Ability: Weak Armor
Tera Type: Rock
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shell Smash
- Surf/Hydro Pump
- Ice Beam
- Hidden Power [Grass]

Ogerpon-Cornerstone (F) @ Cornerstone Mask
Ability: Sturdy
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Horn Leech
- Ivy Cudgel
- Superpower

Terrakion @ Choice Scarf
Ability: Justified
Tera Type: Rock
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake
- Poison Jab
is the mega of the team and can help in the dragon matchup where Kommo-o can be a threat to the team. Moonblast is the Fairy stab and deals with Mega Sableye, Garchomp, and Kommo-o. Spikes help break down the opposing team better. Mystical Fire targets Ferrothorn and Corviknight that don't mind any of Mega Diancie's other attacks. Psychic deals heavy damage against Toxapex, Nidoking, Mega Venusaur.

is one of the defensive mons for the team and serves as a Scizor and Mega Scizor counter. Stealth Rock chips the opposing team on mons that decide to come in barring Heavy-Duty-Boots. Flamethrower is used to hit Scizor and Mega Scizor along with it being a good Fire Stab in general. Will-O-Wisp can check physical attackers such as Mimikyu to severely weaken them. Rapid Spin is a means of hazard removal

is the other defensive mon of the team and acts as a special wall while also bringing sand to boost it's teammates special defenses. Stone Edge hits for good damage output even when uninvested. Rock Blast can be used instead for better accuracy and to break Substitutes. Knock Off removes items such as Rotom-Wash's Leftovers or Klefki's Light Clay. Fire Blast hits Ferrothorn and Skarmory for good damage. Earthquake hits Toxapex and Heatran for a good amount of damage on the former and straight up taking out the latter.

is the special sweeper of the team and can even sweep in the Ground type matchup. Shell Smash is Omastar's most important move which allows it to become a huge threat against Ground teams. Surf is Water Stab that is used to hit ground types like Hippowdon and Great Tusks. Hydro Pump can be used for high damage output. Ice Beam is good for targeting Grass, Flying, and Dragon types such as Brambleghast, Thundurus-T, and Garchomp. Hidden Power Grass targets Gastrodon which otherwise walls Omastar.

is the physically setup sweeper of the team and can help in the Water matchup. Swords Dance boosts it attack to higher levels and allows it to become more threatening. Horn Leech lets it stay healthy throughout battle while also draining the foe of it's HP. Ivy Cudgel is the Rock stab since it gets a 20% boost that can serve really well. Superpower hits Steel and Normal types such as Ferrothorn and Porygon2.

is the speed control of the team and serves really well in the Normal matchup. Stone Edge deals good damage output and has a chance to strike a critical hit. Close Combat hits Normal and Dark types such as Mega Lopunny and Tyranitar. Earthquake hits Poison and Electric types such as Toxapex, Clodsire, and Tapu Koko. Poison Jab targets Fairy and Grass types such as Tapu Lele and Tapu Bulu.
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:sv/grimmsnarl: :sv/moltres-galar: :sv/tyranitar-mega: :sv/bisharp: :sv/meowscarada: :sv/ting-lu:
Here is an HO Dark sample submission!

:grimmsnarl: The facilitator of this team. Prankster Dual Screens is great! It also has Prankster Parting Shot, neutralities to Bug/Fighting, and Spirit Break to beat opposing Dark-types that want to block the Parting Shot!

:moltres-galar: A mortifying setup sweeper on Dark, Moltres-Galar quickly spirals out of control! Neutrality to Fighting, a coveted Ground immunity, and a great way to grind up fattier structures!

:tyranitar-mega: A great sponge for special attacks and becomes almost uncrackable behind screens. Helps with Steel and Ground and is cool uwu

:bisharp: Now donning an Eviolite, it can leverage its Fairy neutrality to become a great SD Sweeper and can help with its Rock and Steel resists as well ! Cleaning with it is easier now!

:meowscarada: Great speed control for Dark, Kommo-o insurance, MSwamp insurance, etc! Fighting as a whole is a little easier with the cat :3 it also benefits from Galarian Moltres breaking apart opponents.

:ting-lu: This guy may seem odd at first but it helps immensely with Fire and Electric! It also brings Spikes and a mixed wall to fall back on! Also monolithic under screens LOL 1 2 3


formerly bruised
'Afternoon beloveds! Below are some teams that actually are really good if you use them to their full potential!

:pelipper: :ogerpon-wellspring: :barraskewda: :swampert: :toxapex: :manaphy:

:pelipper: is your best friend when it comes to water's offensive capabilities with its signature ability drizzle. Albeit only 4 turns can be setup at one time, with :ogerpon-wellspring: hitting hard with a base 100 Ivy Cudgel during rain and :barraskewda: being rains best heavy hitting glass cannon. Swampert without mega with special defensive ev's is my own preferred preference since gastro can not learn flip turn or any momentum move at all which 5 out of 6 mons on this team desperately need to keep up with giving off some damage and still turning into the hard hitters. Toxapex is very much needed on all water teams to give a balance to the defensive side with its bulky nature. Scald and Toxic are your go-to's when it comes to this pokemon. Finally I decided on a tail glow z waterium rain dance manaphy set.

:Ursaluna-Bloodmoon: :Great Tusk: :Clodsire: :Excadrill: :Hippowdon: :Quagsire:
This team is one of my best works of art I have made before and after dlc1. With the new addition of Bloodmoon Ursaluna, there are more answers to pesky types such as dark and Ice that would normally be a problem for ground. Though Excadrill is your best friend with this set, its meant to be a very bad issue when not prepared for its swords dance sand rush capabilities. Tusk, Quag, and Clod provide an amazing defensive core albeit tusk being a very hard hitting companion.

:toxapex: :okidogi: :venusaur: :slowking-galar: :muk-alola: :weezing-galar:
This is your basic balanced bulky poison team with icium z toxapex. With double regen core plus thick fat venusaur, this team isnt to be messed with. Slowking-Galar and Alolan muk provide answers to psychic along with specially defensive capabilities. mega venusaur, toxapex, and Weezing-Galar are your defensive answers to just about anything. Okidogi being granted the best out of the poison trio with its decent bulk it just there to do drain punch poison jab shenanigans.
Water Semi-Stall
:lanturn: Lanturn is an electric immunity with good Sp. Def that takes very little damage from Grass Knot. This allows it to deal with pokemon that would can beat the other electric immunities like Thundurus-Therian, Tapu Koko, and Raichu-Alola(other than Grassium Z sets).

:toxapex: Toxapex is mandatory on Water stall. In this case, it's the physical wall of the team, helps with the matchup against Fighting, Bug, and Grass, and can stop setup sweepers with Haze. Icium Z allows it to haze through Taunt from pokemon like Kommo-o and Waterfall Mega Gyarados.

:mantine: Mantine is a special wall that helps with the Grass matchup. It can also stop Landorus-Incarnate, a very dangerous Pokémon for Water stall to face.

:quagsire: Quagsire is the unaware Pokémon on the team. It stops setup sweepers and is preferred over Dondozo due to the ability to set Stealth Rock. It also acts as an electric immunity for physical Electrics like Zeraora and Iron Hands. Scald's ability to spread burns is another reason to use Quagsire.

:slowking: Assault Vest Slowking can tank weaker electric type attacks from Pokémon that Lanturn cannot beat, like Galvantula(due to Thunder + Energy Ball) and also stops Mega Diancie. It's the second Regenerator on the team and helps with weaker special attackers in general. Dragon Tail gives Slowking ability to phase so it doesn't become setup fodder.

:gyarados-mega: Gyarados solos many Poison matchups with Earthquake + Mold Breaker. It also does well against Fire, being able to kill Rotom-Heat. Not megaing is also an option to keep Intimidate.
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bruised tysm for the collaboration <3

:sv/heliolisk: :sv/ursaluna: :sv/lopunny-mega: :sv/staraptor: :sv/blissey: :sv/zoroark-hisui:

bruised and I present a (somewhat) unconventional Normal team!

:heliolisk: A tad underappreciated mon rn imo, subglare was smthn bruised brought up and wow do u mop the floor with Water LMFAO. Spreading Glare helps with faster stuff like Wake/Lop/Oger/etc; and blocks flip turns and pressures water and flying well

:ursaluna: Good mon and provides some nice physical offense to the team, a wincon, and a good spdef ground to voltblock with. with bliss u punish stray toxics and will-o wisps and hits like a truck w guts

:lopunny-mega: Fast, strong, and S tier. Steel gets pressured, fake outs, u-turns, axels to pressure ground w lisk luring stuff in, etc;

:staraptor: the best removal on Normal. Brave Birds help try and break Grass and is a good phys wall and u-turns luna lisk and lop in.

:blissey: sets up rocks, ports the breakers in, and is a good spdef blanket sponge. absorbs status asw

:zoroark-hisui: A good breaker and can use Illusion to the fullest on Normal as u can lure stuff in w bliss luna raptor or lisk. vs fire vs steel
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formerly bruised
Woooh! Another wave of some really high grade teams! Enjoy beloveds! <33

:togekiss: :landorus-therian: :dragonite: :thundurus-therian: :celesteela: :aerodactyl-mega:

This team provides amazing bulk while also allowing strong hitters such as Aerodactyl and Thundurus to come in and claim a KO whenever they truly choose. Off the bat; Togekiss. It has been EV's specifically to live a heavy slam from a celesteela and fire off a counter in return. With Air Slash and Thunder Wave, not only do you rely on Para Flinch but it helps lower the speed of any scarf user in front of her to help with the hard hitters in the back. Landorus is your basic helmet defensive user that also hits hard as well while providing hazard removal. Dragonite is my favorite set. Ice beam and Flamethrower provide coverage to some of flying's pests along with roost and EQ to hit hard on its attacking side. You can Opt for Thunderbolt as well to crush mirror match ups! The stars of this team consist of Fightium Z Thundurus with agility to outspeed and fire off either a powerful STAB Thunderbolt, but Fightium Z Focus Blast helps counter some of the dark match up. Finally is your basic Aerodactyl mega set.

:Ursaluna-Bloodmoon: :Garchomp: :Clodsire: :hippowdon: :excadrill: :landorus:

I know I posted a team similar to this before but this team was composed during the CLC week 3 Slate. Mega Chomp can actually be threatening on a sand based team, believe it or not. I collabed with Vodoom to help build a good offensively built core consisting of Bloodmoon Ursaluna which hits hard with a blood moon if not a breakneck blitz deriving from a 120 base power normal move. Excadrill is banded this time with 3 attacks and toxic.

:Gallade-Mega: :Tapu-Lele: :Iron-Leaves: :Slowking-Galar: :Slowbro: :Jirachi:

Although Psychic struggles a LOT during this metagame, it still can be very potent in terms of offense. The star of this team consists of Water and Flying killer Iron Leaves. Pairing it with scarf Tapu Lele to be a late game cleaner and help against the dark and dragon match ups, With Swords dance you guarantee a KO with either of the two stabs if not wild charge. Leaf blade destroys water, ground, rock. While Wild Charge answers to flying. Psyblade is powerful with or without terrain regardless. Galarian Slowking is for special defensive support along with regualr slowbro being the defensive FuturePort combination. Gallade is your basic mega set to be a fast hard hitting dark answer. Finally the precious pokemon child Jirachi. He provides enough bulk to set up stealth rocks along with a thunder wave. Pairing that with Iron Head provides a silly Para Flinch strat with U-turn to gain momentum!

*Please note that these arent supposed to be sample teams but teams that I have found to work dating up to my time in the high ladder.

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