Resource Team Bazaar

Since I have already posted the eelektross set and used it in one of my kickoff replays, I figured it wouldn't hurt to drop my kickoff subcoil eel team.

:eelektross: :goodra: :muk: :drifblim: :klawf: :umbreon:
https://pokepast.es/c069d943a1dc5349

they are all named after juice wrld songs except umbreon bc its a recent addition and i forgot to nickname it. ANYWAYS, the objective of the team is to get your tspikes up, try to knock off boots and chip things down, spread the status, and find an opportunity to close the game with subcoil eel. In sandaconda matchups, it is almost an auto-win from my experience. In other matchups, you need to rely on your umbreon to get screens up often and get value from that approach. You may be thinking, "why is goodra scarf tom? that's dumb!" I'm here to tell you to leave me alone, it works for me. the scarf is obviously not expected, and it allows you surprise kill faster threats, and gives you an unexpected wincon late game, as one of its coverage moves will often be unresisted in the endgame. it is tera ice because i've gotten the most mileage out of that tera type from experience, I honestly don't have a specific reasoning. It has been my most consistent way to close a game with goodra though, to tera ice and click ice beam until everything dies.

I'm sure this team has its flaws, and could be improved upon, but its really fun for me and has brought me success in competitive games too, so I hope others enjoy the team as much as I do!
 
Since I have already posted the eelektross set and used it in one of my kickoff replays, I figured it wouldn't hurt to drop my kickoff subcoil eel team.

:eelektross: :goodra: :muk: :drifblim: :klawf: :umbreon:
https://pokepast.es/c069d943a1dc5349

they are all named after juice wrld songs except umbreon bc its a recent addition and i forgot to nickname it. ANYWAYS, the objective of the team is to get your tspikes up, try to knock off boots and chip things down, spread the status, and find an opportunity to close the game with subcoil eel. In sandaconda matchups, it is almost an auto-win from my experience. In other matchups, you need to rely on your umbreon to get screens up often and get value from that approach. You may be thinking, "why is goodra scarf tom? that's dumb!" I'm here to tell you to leave me alone, it works for me. the scarf is obviously not expected, and it allows you surprise kill faster threats, and gives you an unexpected wincon late game, as one of its coverage moves will often be unresisted in the endgame. it is tera ice because i've gotten the most mileage out of that tera type from experience, I honestly don't have a specific reasoning. It has been my most consistent way to close a game with goodra though, to tera ice and click ice beam until everything dies.

I'm sure this team has its flaws, and could be improved upon, but its really fun for me and has brought me success in competitive games too, so I hope others enjoy the team as much as I do!
I used this team, and it can be an anti stall with drifblim's will-o-wisp strength sap combo which leaves eel to sub coil sweep. I like this team.
 
I wanted to post 3 teams that I've enjoyed using and have had decent success.
:Clawitzer: :Bruxish: :Zoroark: :Vaporeon: :Frosmoth: :Tinkatuff:
https://pokepast.es/680817efb767e421
Clawitzer and Bruxish are phenomenal at breaking defensive cores so that Zoroark or Aqua Jet can sweep late. That, or you can just grind the remaining mons down with t-wave, yawn, or an opportune scarf trick. The defensive core of wish vaporeon, frosmoth, and tinkatuff is really solid, especially with vap keeping Moth and Tink healthy. Moth is my favorite defogger in the tier right now cuz of its defensive utility vs special sweepers and access to U-turn. Tink makes a bunch of progress with knock off and rocks, then forces very obvious switch-ins in the middle game that can be aggressively punished with the wall breakers. Vaporeon covers the fire attacks that Tink and Moth run from and it can stay pretty healthy by spamming protect and yawn to get leftovers. HP on Claw and Brux is important, but not something you're supposed to preserve suuuuper carefully. The key is sacrificing their HP at the right time to either force a KO or really compromise a wall.
:Chansey: :Vespiquen: :Frosmoth: :Sandaconda: :Medicham: :Zoroark:
https://pokepast.es/a3dee6e42d562482
Removing hazards is a chore in this tier, so building a team around getting and keeping hazards up sounds like a good idea. Medi makes good progress vs the non Jolly/Timid defoggers and Physical Zoroark can get rid of their boots for future rock switchins. Vespiqueen and Frosmoth keep momentum in the middle game by switching into offensive threats that can't break them and then slow-u-turning to more offensive threats. Sandaconda makes progress simply by chipping stuff with Rocky Helmet, but rocks and glare also force the opponent to make some decisions that you can try to punish. Chansey is the sneaky Wincon of the team because with t-spikes down, it absolutely dominates a massive portion of the tier. Chansey can setup on banded physical attackers w/o neutral stab attacks (Mabostiff Crunch/Medicham CC both get swallowed after Tera Fairy), it sets up on just about every scarfer w/o trick, and it of course sets up on almost all special attackers, even most setup sweepers. The problems it runs into are vs Muk, Banded Medicham w/poison jab, CB Bruxish, haze, choiced trick, and Spdef setup+high PP recovery moves (Tera Grass QD Frosmoth or CM Rest Spiritomb). Those are all things you can KO, trick a scarf, or beat by staying alive with t-spikes up. Overall gameplan is get hazards up early, have Medicham break holes as they try to get rid of them, get hazards up a second time, sweep with chansey, if they stop that then try and clean with Zoroark.
:Passimian: :Jolteon: :Ursaring: :Oricorio-Sensu: :Quaxwell: :Tinkatuff:
https://pokepast.es/bb03b85d43d3aad6
Not winning any awards for originality here, but VoltTurn is, as per usual, incredibly easy to play, really fun, and quite effective. Pass and Jolt threaten the pivot vortex, but if the opponent tries to stop it, here comes the most unwallable mon south of UUBL. Ursaring is my second favorite pokemon ever which is why I put him here, but feel free to pick your own wall-breaker of choice like Medi, Mabo, Brux, Zangoose, or Claw. Jolteon and Passimian can both threaten late-game sweeps after Ursaring is finished savaging the opposing team. Quax and Oricorio get rid of hazards so the 3 pivoters can do their thing while Tink cripples the offensive threats that give this team trouble either through knock off or t-wave. They also give the team some solid defensive backbone and Tink/Quax do a good job of forcing in fighting types to try and break through. Once that fighting type is in, oricorio switches in and gets the offense back up and running with a slow pivot. Jolteon teras the vast majority of the time, but defensive teras come up every now and again Ghost Passimian is such a nice surprise vs quick attack, fake-out, and scarf CC to get rid of the biggest opposing offensive threat.

Edit: wrong item on Frost in team 2
 
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Pokeslice

Thanks for the Dance
is a Community Contributor
:bruxish: :mabosstiff: :oricorio-pom-pom: :sandaconda: :chansey: :passimian:
After having a lot of success with this team the other day on ladder, I wanted to drop this build in the bazaar for anyone to steal. It was a two second build inspired by a chat discussion about Brux + Mabosstiff being a potent offensive core, but it ended up working quite well, especially after some little tweaks. The team itself is pretty straightforward with Brux + Mabo + Pass exerting a ton of offensive pressure together with a sturdy defensive core of Ori + Sanda + Chansey in the back. SR Chansey allows this team to run Coil Sandaconda which has been a surprisingly powerful setup sweeper, especially with Tera Grass for the Water-types that seem to cause this team problems like Vap and Bruxish.

Never Forfeit
 
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Got eliminated from NU Kickoff the other day so decided I'd do a team dump of everything I used. The recent ban slate made a lot of these outdated, but I'd already written most of this :zonger: so figured I'd post it anyway because a lot of the cores that the teams are built around are still solid and can be adapted into new teams. Click the sprites for the pokepastes

Round 1:
Mabosstiff HazardStack VoltTurn [OLD BUT LEGAL]
:ss/mabosstiff::ss/copperajah::ss/qwilfish::ss/oricorio-sensu::ss/passimian::ss/eelektross:
Qwilfish looked good in a vacuum because of intimidate + spikes, especially considering the lack of hazard removal, however it turns out that Qwilfish is absolutely terrible because it loses to every fighting type, prominent defogger, and common hazard setter in the tier. The rest of the team was reasonably solid for my first build in the tier, with Choice Banded Mabossitff supported by dual pivots in Passimian and Eelektross. Oricorio-Sensu is a nice spinblocker that feels a bit underrated in the tier at the moment because of how overshadowed it is by Oricorio-Pom-Pom, but it gave a lot of hazard control alongside Passimians Defiant. Eelektross was added because the team was really weak to Sandaconda as well as desperately wanting another check to Venomoth and opposing Oricorio. Swapping Qwilfish out for Vespiquen probably solves a lot of the main issues with this team by making it slightly better against Sandaconda, Passimian, and Medicham while keeping the premise of Hazard Stacking + Choice Band Mabosstiff. Copperajah could also be changed to Play Rough or Eelektross changed to have Dragon Tail in order to make the Goodra Matchup a bit easier to handle.
[Gen 9] NU replay: Tal0 vs. sparks bloom - Pokémon Showdown (pokemonshowdown.com)

Generic Webs HO [OUTDATED]
:ss/goodra::ss/zangoose::ss/spidops::ss/venomoth::ss/sandaconda::ss/medicham:
This ended up being a pretty standard Webs HO build that just makes use of a lot of the broken offensive threats currently in the tier so theres not a lot to say about it. Heavy Duty Boots Spidops instead of a suicide lead set because Stakeout First Impression is a useful anti-offense tool. Zangoose, Choice Specs Goodra, and Medicham are all lethal Webs abuser that lacks switch-ins. Trail Blaze Medicham is also useful for allowing you to still sweep even if Webs get removed. Offensive Sandaconda gives some vital utility with Glare for a secondary form of speed control and Stealth Rocks, while still providing some defensive presence. Finally, Venomoth is a broken sweeper that makes excellent use of its checks being chipped down by the rest of the team in order to set itself up for a sweep.
[Gen 9] NU replay: sparks bloom vs. Tal0 - Pokémon Showdown (pokemonshowdown.com)

Round 3:
AcidPress Goodra Balance [OUTDATED]
:ss/medicham::ss/vespiquen::ss/sandaconda::ss/copperajah::ss/vaporeon::ss/goodra:
Acid Armor + Body Press Goodra is an insanely strong breaker and win condition that beats all of the typically checks to more standard Goodra sets. Choice Scarf Medicham is an excellent cleaner that only needs a small amount of chip to break past its checks. Vespiquen was added because it paired will with Goodra as Spikes and Dragon Tail formed a great way to rack up chip damage and eventually lead to a Medicham sweep. Sandaconda with Tera Fairy gives another check to fighting types as well as spreading paralysis through glare. Copperajah acts as the teams check to special attackers such as Venomoth and Oricorio with Whirlwind so that they can be more easily dealt with later. Last but not least, Wish Vaporeon helps to keep Copperajah and Sandaconda healthy throughout the game to ensure that they don't become overwhelmed, as well as providing a check to Bruxish and other offensive water types.
[Gen 9] NU replay: Haffling vs. Tal0 - Pokémon Showdown (pokemonshowdown.com)

Calm Mind Vaporeon TSpikes [OLD BUT LEGAL]
:ss/eelektross::ss/skuntank::ss/passimian::ss/copperajah::ss/vaporeon::ss/spiritomb:
I started with a really bad Eelektross set that seemed kinda funny and built from there, to make it more competitively viable it could be made into a full physical set or SubCoil though. Toxic Spikes are really strong at the moment with the lack of great removal in the tier so Skuntank was added next because it could both set hazards and provide a lot of utility with Toxic and Haze. The team was desperately lacking a Goodra and Quiver Dancer check so copperajah was added next to deal with these as well as provide Stealth Rock support. Spiritomb acts as a fighting type check, being able to switch in on Medicham and Passimian as otherwise they would be able to pick up a KO every time they entered the battle. Defensive Calm Mind Vaporeon keeps both Copperajah and Spiritomb healthy because they both lack reliable recovery, as well as keeping Bruxish in check, and providing a secondary win condition so that Eelektross doesn't have to be relied on. Finally, Passimian gives much needed speed control and the ability to revenge kill opposing threats, as well as being able to remove Heavy Duty Boots with Knock Off to make Toxic Spikes more effective.
[Gen 9] NU replay: Haffling vs. Tal0 - Pokémon Showdown (pokemonshowdown.com)

Round 4:
Medicham ParaSpam Balance [OUTDATED]
:ss/chansey::ss/sandaconda::ss/oricorio-pom-pom::ss/medicham::ss/vaporeon::ss/goodra:
Medicham is extremely hard to switch in against, however has a relatively mediocre speedtier. ParaSpam makes up for this weakness and allows Medicham to much more freely fire off attacks. Trick Medicham also lets it break past some of its checks such as Drifblim and Spiritomb and removes its prediction reliance. Modest Choice Specs Goodra is an insanely powerful wall breaker that can switch in on Medichams checks and threaten all of them out. Sandaconda and Chansey are the physcial and special walls for the team, both of them able to spread paralysis and absorb status for the rest of the team, although as a defensive core they can be overwhelmed by hazards and are reliant on tera in order to check fighitng types so Oricorio-Pom-Pom is able to solve both of these issues as well as providing a win condition that can abuse the breaking power of medicham and goodra, and benefiting from paralysis giving it free opportunities to Quiver Dance. Lastly, Calm Mind Vaporeon is another win condition that benefits from paralysis by using substitute, as well as giving a check to offensive water types such as Bruxish.
[Gen 9] NU replay: Tal0 vs. pichus ❤ - Pokémon Showdown (pokemonshowdown.com)

BruxiCroak Balance [OUTDATED]
:ss/bruxish::ss/toxicroak::ss/oricorio-pom-pom::ss/copperajah::ss/goodra::ss/sandaconda:
My favourite team that I made, built around the offensive core of Bruxish and Toxicroak. Bruxish baits in Vaporeon and can potentially force it to tera dark to not die to Psychic Fangs, but this gives a free switch to Toxicroak which can freely set up on Vaporeon and hit it super effectively with Close Combat if it went for tera dark. Initially it was built with Choice Band Bruxish in mind but it was really prone to being revenge killed and was really difficult to compress checks to other metagame threats, stealth rocks, and speed control into the rest of the team, so I changed it to Choice Scarf which opened up a lot more possibilities in the team builder without auto-losing to faster teams. Oricorio-Pom-Pom, Copperajah, and Sandaconda check the majority of offensive threats in the tier and give a really sturdy defensive backbone to the team as well as good utility in status, Stealth Rocks, and U-Turn to bring Bruxish in safely against mons like Sandaconda. Meanwhile Goodra can be both a special sponge and a wall breaker with Acid Spray, which is used to beat the all of the Quiver Dancers 1v1. While I didn't end up getting my ideal matchup against a Vaporeon, I was able to use Toxicroak to abuse Quaxwell, and overall felt I won a lot of this game through the builder.
[Gen 9] NU replay: pichus ❤ vs. Tal0 - Pokémon Showdown (pokemonshowdown.com)

Quarterfinals:
Curse Copperajah Balance [OUTDATED]
:ss/copperajah::ss/vaporeon::ss/oricorio-pom-pom::ss/chansey::ss/goodra::ss/passimian:
Curse Copperajah seemed like an interesting breaker and win condition, but it naturally opened the team up to special attackers such as Goodra, as well as meant that Stealth Rocks had to be moved elsewhere on the team, so Chansey seemed like a great fit by solving both these problems. Phys Def Oricorio acts as a fighting type check, being able to switch in on stuff like Passimian which would otherwise run through the team as well as 2HKOing Phys Def Sandaconda with Air Slash at +1, which would otherwise wall Copperajah. Wish Vaporeon gives Copperajah and Goodra some more longevity and checks Bruxish with tera dark and some other set up sweepers with Haze. Mixed offensive Goodra was a lure to remove Copperajah by hitting it super effectively with Earthquake after it tries to switch in on Draco Meteor, making it much easier for Curse Copperajah to win the game. Lastly, Choice Scarf Passimian is speed control and offensive utility with Knock Off and U-Turn. Despite losing this game I still feel like this team was solid and that my loss came more as a result of my play than decisions made in the builder. Acid Press Goodra destroyed me but in hindsight it was walled by tera fairy Copperajah so if I played better and conserved my tera I could've had a much better chance at winning the game.
[Gen 9] NU replay: OnArceus vs. Tal0 - Pokémon Showdown (pokemonshowdown.com)

SubCoil Eelektross TSpikes [OUTDATED]
:ss/eelektross::ss/muk::ss/drifblim::ss/indeedee-F::ss/goodra::ss/Tauros-Paldea-Combat:
This ended up being my least favourite team I made during the kickoff tour. I didn't have any specific cores or ideas of teams that I wanted to build around, so I just tried to build with some mons that I hadn't used much up until that point instead, such as Muk, Drifblim, Indeedee-F, and Tauros, as well as ideas other people had shared. This team was solid enough during test games but it's nothing special and could do with some tweaking. It has a lot of trouble vs Spiritomb but that can largely be fixed by switching one of Indeedees moves to Dazzling Gleam, although it can also be played around by using Trick. For the purposes of the Kickoff Tour I opted to not run Dazzling Gleam because I didn't expect to matchup against a Spiritomb for this round. Sub Eeloktross is a nice abuser of TSpikes, although it has trouble with Oricorio-Pom-Pom, so Goodra was added as a switch-in thats able to use the opportunity to fire off free Draco Meteors. Choice Specs likely woudld've been the better choice however, as Leftovers Goodra can occasionally be a bit passive, although the added longevity is nice.
[Gen 9] NU replay: Tal0 vs. OnArceus - Pokémon Showdown (pokemonshowdown.com)
 
hi!! so im kind of new to gen 9 nu (and smogon really) so id love love love some feedback on my first team!!
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mipha (Vaporeon) (F) @ Leftovers
Ability: Water Absorb
Tera Type: Fairy
EVs: 180 HP / 44 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Haze
- Protect
- Wish
- Surf
typicial special wall vaporeon, haze is there for annoying setup sweepers in a pinch or even to remove any negative effects on itself
1AE50D0B-81F5-445D-8B9A-7D95C4B3F04E.png
kat (Chansey) @ Eviolite
Ability: Natural Cure
Tera Type: Fairy
EVs: 96 HP / 252 Def / 160 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Soft-Boiled
- Stealth Rock
- Thunder Wave
pink blob that just stuffs special offense, and can even tera check passimian in a pinch. mainly to handle ones vaporeon cant, like eelektross and jolteon
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vivi (Vivillon-Fancy) (F) @ Heavy-Duty Boots
Ability: Compound Eyes
Shiny: Yes
Tera Type: Ghost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Hurricane
- Quiver Dance
- Substitute
the star of the show and my little doll, vivi is meant to sleep something and set up in its face. tera ghost to sit on chansey, but can be changed to fit needs.
E3EFACE9-39BC-4CC9-B359-8DF62CB56DDA.png
diva (Sandaconda) (F) @ Leftovers
Ability: Shed Skin
Shiny: Yes
Tera Type: Dragon
EVs: 252 HP / 228 Def / 28 SpD
Impish Nature
- Protect
- Glare
- Earthquake
- Rock Blast
all round physical tank, handles annoying rocks steels and electrics that block a vivi sweep. spreads para to slow down scarfs and fast threats too, protect to scout choice locked mons
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electra (Rotom) @ Choice Scarf
Ability: Levitate
Shiny: Yes
Tera Type: Electric
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Trick
- Volt Switch
- Will-O-Wisp
evil little pivot that also ruins a stall mon if given the chance, fast willowisp allows for emergency burns onto pass if needed
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stratus (Drifblim) (F) @ Heavy-Duty Boots
Ability: Aftermath
Shiny: Yes
Tera Type: Grass
EVs: 200 HP / 252 Def / 56 SpD
Bold Nature
IVs: 0 Atk
- Defog
- Shadow Ball
- Strength Sap
- Will-O-Wisp
hazard removal, switch in to things like dundunsparce boomburst, pass and medicam cc and ursaring facade. will o wisp to burn annoying physical threats, shadow ball for more reliable damage and a potential sp def drop to soften things up for vivi to clean.

and yeah thats it!! please feel free to offer any critiques and pointers and um yeah :)
 
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:drifblim: :sandaconda: :eelektross: :scovillain: :qwilfish: :florges:

Hello, new to this forum and format. Wanted to play Showdown seriously after drifting on and off of OU in past gens.

Feel free to critique in any way you see fit.

:qwilfish:
Qwilfish @ Rocky Helmet
Ability: Intimidate
Tera Type: Water
EVs: 40 HP / 252 Def / 216 Spe
Jolly Nature
- Spikes
- Taunt
- Poison Jab
- Thunder Wave

Physical check, wants to set up spikes and spread paralysis/damage. EV'd to outspeed max speed base 80s to Taunt defoggers and wispers (like Braviary and Drifblim) or Thunder Wave (both of the aforementioned plus Medicham and Passimian if Banded). Thinking of changing Tera type to better surprise physical foes in a pinch, but not sure what would be ideal. Maybe Flying?

:florges-orange:
Florges-Orange @ Leftovers
Ability: Flower Veil
Tera Type: Steel
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Psychic
- Calm Mind
- Moonblast
- Synthesis

Late game wincon. Physically defensive because everyone tries to hit its defense first, letting it get a boost that will stop most if not all special attackers. Steel Tera is a must to play around Gunk Shot/Bullet Punch from their last Close Combat user (or if you still have Drifblim).

:scovillain:
Scovillain @ Life Orb
Ability: Insomnia
Tera Type: Dark
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Crunch
- Leaf Storm
- Overheat
- Stomping Tantrum

Wild card, can scare and oneshot a lot of foes with Leaf Storm and Overheat alone, since the tier severely lacks dragons and fire types. Tantrum can punish SpDef Muk on a read or after Overheat on a switch-in (2HKO after rocks or spikes). Used to run Growth before switching to Crunch, but Tera Dark can boost it and also help with an extra immunity against Bruxish or Medicham expecting a Qwilfish switch.

:sandaconda:
Sandaconda @ Leftovers
Ability: Shed Skin
Tera Type: Grass
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- Stealth Rock
- Glare
- Rest
- Earthquake

Standard physical check and support, Tera Grass to accomplish a lot of things: deal with Appletun a bit better (especially once it goes for Tera Steel), tank the plethora of Water-move spamming wallbreakers in the tier and to negate powder moves once Tera'd. Big problems with Jolteon, no idea when to expect Ice or Grass Tera Blast, but since no type covers everything, I usually just switch and sack something else anyway.

:drifblim:
Drifblim @ Heavy-Duty Boots
Ability: Aftermath
Tera Type: Electric
EVs: 252 Def / 4 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Strength Sap
- Will-O-Wisp
- Air Slash

Defogger + actual check for stuff like Medicham and Passimian. Air Slash is better than Shadow Ball to counter leads like Spidops and the Fighting types and can flinch some slower/statused foes into submission. Can tank 2 Scarf Passimian Knock Offs from full and retaliate with Will-o-Wisp/Strength Sap.

:eelektross:
Eelektross @ Leftovers
Ability: Levitate
Tera Type: Fire
EVs: 8 Def / 252 SpD / 248 Spe
Careful Nature
- Coil
- Drain Punch
- Rock Tomb
- Stomping Tantrum

Set-up sweeper, no electric coverage because I don't see it as incredible in the tier. Longevity with Drain Punch, good check to Oricorio with SpDef investment + Rock Tomb and Stomping Tantrum to hit Muk/Qwilfish/Toxicroak. Tera Fire to dodge Will-o-Wisp from opposing Drifblim and Rotom (also Crocalor, but you should switch out on it). Only Tera after Qwilfish and Sandaconda are either dealt with or when carrying enough boosts to kill them - which is a lot of boosts, since this has no Attack investment.


Big problems for this team are Jolteon, greedier opposing Florges sets, Appletun and AV Eelektross sometimes.

Hoping for suggestions!
 
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Here's a team that I've built while I was trying to learn the Tier: https://pokepast.es/79f939f35e952c91
"Bombirdier's Trolling Session"

  • A Hyper Offensive, featuring Dual Choice Scarf and Choice Band Bombirdier.​
  • The idea is that
    spam is pretty good in this tier, even stuff like Sandaconda and Eelektross don't take those hits very well, specially in long term scenarios where they get chipped down.​
  • Scarf Braviary is super scary, especially when It activates Defiant on opposing Defog or Parting Shot for example, additionally, Tera
    makes his Brave Bird even stronger, making Scarf Braviary an incredible revenge killer.​
  • Originally, I had Choice Scarf on Bombirdier, but I opted for Choice Band since the damage It does with STAB Knock Off is great, Bombirdier also gets STAB
    from Its Ability, Rocky Payload, which allows Bombirdier to fire off a strong Stone Edge, lastly, I decided on Tera
    on It so I can have a way around Volt Switch users, and catch Electric Types off guard In general.​
  • Rotom Is there for spin blocking (Although it's not a very common move here, It can potentially make things harder for this Team), It gives us momentum with Volt Switch, and
    /
    coverage.​
  • With Lycanroc as the dedicated lead, the plan is simple, set up Stealth Rock, and use Taunt on potential opposing Hazard users that are slower, Tera
    is there to block Fake Out leads, which I honestly don't find myself using at all, setting up Stealth Rock is crucial to force the opponent to use Defog to clear it, which Braviary or Passimian takes advantage of.​
  • Passimian is here because It fits well with the Team's structure and the
    type is pretty nice, just like Braviary, It also has Defiant, giving the Team yet another switch in to moves like Defog and Parting Shot, Earthquake allows it to deal with
    Types, which can be annoying, such as Muk.​
  • Lastly, Swords Dance Bruxish, the damage from Psychic Fangs boosted by Strong Jaw and Life Orb is absolutely ridiculous, on top of having a pretty nice speed tier, I had Aqua jet for Crunch originally, but I needed something to actually hurt Farigiraf, and Hattrem (who is very annoying to this Team).​
Overall a pretty fun Team to use, If you're a fan of the evil bird Bombirdier, give it a try!

Also managed to reach Top 500 while testing this team.
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Heres the Team in action with some Replays:
 
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