Resource RU Open Team / Set Dump

shiloh

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Hey with RU Open now over, congratulations to Ciele for winning it all n_n, thought it would be nice to have a place for people to drop their teams / sets that they used throughout RU Open. This is a very informal thing, so just post whatever ideas / teams that you used or thought of using in open, having replays would be nice as people appreciate seeing how teams and sets work.

---
I'll start this off with a few teams that I made that were used in open

Meloetta @ Choice Specs
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psychic
- Focus Blast
- U-turn

Dugtrio @ Life Orb
Ability: Arena Trap
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Aerial Ace

Spiritomb @ Black Glasses
Ability: Infiltrator
EVs: 212 HP / 252 Atk / 44 Spe
Adamant Nature
- Sucker Punch
- Pursuit
- Taunt
- Will-O-Wisp

Virizion @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Calm Mind
- Focus Blast
- Giga Drain
- Hidden Power [Ice]

Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 24 SpA / 220 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Toxic
- Thunderbolt

Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Refresh
- Toxic
So this is one of the first ru teams i made when prepping for ru open, and it was built around the idea of specs melo being an amazing wallbreaker. The basic idea is to break walls with specs melo, and trap things like registeel / revenge killers with dugtrio, and things like bronzong with spiritomb. I used a core of blastoise / registeel to set up and remove hazards as the entire team is grounded and spikes would hurt this team a lot. Virizion was the last mon I added and it was to take advantage of common cores like regi / mola and special viriz is still really underrated and unprepped for.

There were a few changes that I made after people started using it, namely Registeel > offensive Diancie which helps a lot for the venu matchup while helping me prep better vs bulk up braviary as well.

http://replay.pokemonshowdown.com/smogtours-ru-177387 - Finchinator vs Hachimaki for R1
http://replay.pokemonshowdown.com/smogtours-ru-177401 - ^^
http://replay.pokemonshowdown.com/smogtours-ru-180771 - Pak vs atomicllamas for r1
http://replay.pokemonshowdown.com/smogtours-ru-183646 - Finchinator vs z0mOG for R2
http://replay.pokemonshowdown.com/smogtours-ru-179726 - Rare Poison using it vs HJAD for R1
http://replay.pokemonshowdown.com/smogtours-ru-185143 - Snowy. using it vs Mysterious M for RU open
http://replay.pokemonshowdown.com/smogtours-ru-180842 - Snowy. using it vs GrilledClawitzer for RU Open
http://replay.pokemonshowdown.com/ru-439491387 - TonyFlygon used this for brpl recently
Jamvad also used it in a video he posted a few weeks ago, so definitely go and check it out!

Im sure a few other people used it since I passed it around quite a bit, but these are the only ones I remembered.

Scrafty @ Leftovers
Ability: Shed Skin
EVs: 8 HP / 248 Atk / 252 Spe
Jolly Nature
- Rest
- Dragon Dance
- Knock Off
- High Jump Kick

Diancie @ Leftovers
Ability: Clear Body
EVs: 248 HP / 32 Def / 104 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Substitute
- Calm Mind

Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Aerial Ace
- Pursuit

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 176 Def / 84 Spe
Bold Nature
- Taunt
- Will-O-Wisp
- Recover
- Scald

Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Leaf Storm
- Trick

Registeel @ Leftovers
Ability: Clear Body
EVs: 248 HP / 44 Def / 216 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Toxic
- Protect
- Seismic Toss
i wanted to build w/ rest dd scrafty since i was intrigued by it when 49 mentioned it so i decided to go w/ my own take of a team. i realized that this set needed something to hit poisons and just get some damage off on them before scrafty can sweep, so i went with sub cm diancie which is an underrated sweeper on its own as you can lead w/ it to bluff rocks and just start setting up and putting pressure on the opp while still maintaining the defensive capabilities that its typing gives it. cb duggy is to trap steels for diancie as well as diancies for scrafty. jelli is there to help against defensive teams as well as give the team a solid fighting resist for things like emboar / medicham that can threaten scrafty that have answers to scrafty and it can also keep up hazards / check birds in a pinch. rotom-c gives speed and an underrated sweeper, and registeel gives a flying resist thats more solid than non rock move diancie and helps vs spdef walls in general.

http://replay.pokemonshowdown.com/smogtours-ru-179197 - me vs sanjay for r1 of ru open
http://replay.pokemonshowdown.com/smogtours-ru-187136 - Pak vs HJAD for ru open


Torterra @ Choice Band
Ability: Overgrow
EVs: 60 HP / 252 Atk / 196 Spe
Adamant Nature
- Wood Hammer
- Earthquake
- Stone Edge
- Toxic

Drapion @ Shuca Berry
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Pursuit
- Knock Off
- Poison Jab

Alomomola @ Leftovers
Ability: Regenerator
EVs: 104 HP / 176 Def / 220 SpD / 8 Spe
Impish Nature
- Wish
- Protect
- Scald
- Knock Off

Xatu @ Rocky Helmet
Ability: Magic Bounce
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Roost
- Calm Mind
- Psyshock
- U-turn

Diancie @ Leftovers
Ability: Clear Body
EVs: 248 HP / 76 SpA / 184 SpD
Sassy Nature
- Stealth Rock
- Moonblast
- Diamond Storm
- Heal Bell

Magneton @ Choice Scarf
Ability: Sturdy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Flying]
probably one of my favorite teams to use atm b/c cb tort is amazing at breaking walls in ru atm due to regi-mola picking up steam as the go to playstyle for free wins in open. you pair it w/ pursuit drapion in order to put pressure on bronzong which is one of the two switch ins in the tier for cb tort. shuca is great for luring in duggy since it does about 50 after shuca w/ lo and 70-80 w/ cb iirc. alomomola keeps tort healthy since wood hammer wears you down v quickly and it also is helpful since tort can take the elec moves aimed towards it. xatu gives some hazard control while also giving a fighting resist preventing spikes / rocks from a majority of the tier. diancie gives you a heal beller for clearing status off tort / mola / xatu / drapion since this team is so weak to status in general like scald burns. magneton rounds out the team w/ a brav check that isnt diancie as well as some speed control to pick off threats like duggy / virizion in a pinch.

http://replay.pokemonshowdown.com/smogtours-ru-179195 - me vs sanjay for r1 of ru open
http://replay.pokemonshowdown.com/smogtours-ru-181957 - me vs someone for the team tour recently
http://replay.pokemonshowdown.com/ru-409648396 - me vs eyan for r2 of ru open
http://replay.pokemonshowdown.com/smogtours-ru-183648 - Finchinator vs z0mOG for r2 of ru open
http://replay.pokemonshowdown.com/smogtours-ru-190431 - PDC vs carloo for ru open top 8
http://replay.pokemonshowdown.com/smogtours-ru-186392 - Pearl vs BKC for ru open
http://replay.pokemonshowdown.com/smogtours-ru-187144 - Pak vs HJAD for ru open
http://replay.pokemonshowdown.com/smogtours-ru-184488 - Hairy Toenail vs Fran17 for ru open

Hoopa @ Choice Specs
Ability: Magician
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Shadow Ball
- Hyperspace Hole
- Energy Ball

Scrafty @ Leftovers
Ability: Shed Skin
EVs: 8 HP / 248 Atk / 252 Spe
Jolly Nature
- Rest
- Dragon Dance
- Knock Off
- High Jump Kick

Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 40 Def / 216 SpD
Calm Nature
IVs: 0 Atk
- Toxic
- Protect
- Seismic Toss
- Stealth Rock

Flygon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Defog
- Draco Meteor
- Earth Power

Scyther @ Eviolite
Ability: Technician
EVs: 8 HP / 248 Atk / 252 Spe
Jolly Nature
- Knock Off
- U-turn
- Aerial Ace
- Roost

Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 0 Atk / 30 Def / 30 SpA / 30 SpD
- Volt Switch
- Thunderbolt
- Leaf Storm
- Hidden Power [Flying]
This is another one of my favorite teams mainly because it uses a really underrated set in specs hoopa. I started off with specs hoopa since it can do insane things like OHKO a scarf drapion that switches in to pursuit trap most common sets. I had a bit of a scrafty fetish at the team and I was keeping it on a shit ton of teams and it fit pretty well on this one. You are able to abuse the common regi-mola archtypes as well as smash things like venu that think they can beat you. I added a registeel since I wanted a strong wall to be able to eat special and physical attacks, and a Flygon for some hazard control and offensive support with a life orb special set. Offensive scyther is a fun set that I started to try after I realized sd scyther is way to weak to function in ru, and an offensive 3 attacks pivot set is great for getting in hoopa and scrafty safely. Rotom was added at the end for some speed control, as well as an emergency check to +2 edge virizion.

http://replay.pokemonshowdown.com/ru-409643917 - me vs eyan for r2 of ru open
http://replay.pokemonshowdown.com/smogtours-ru-188090 - PDC vs Balor for ru open
http://replay.pokemonshowdown.com/smogtours-ru-185698 - Pearl vs Chimpact for ru open

Ciele also used this throughout his open run, but with a few noticeable changes like Life Orb Scrafty and some changes to some other sets, here are the replays:

http://replay.pokemonshowdown.com/smogtours-ru-195912 - vs DennisEG
http://replay.pokemonshowdown.com/smogtours-ru-192763 - vs Carloo
http://replay.pokemonshowdown.com/smogtours-ru-189203 - vs Coverride

Jolteon @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Roar

Garbodor @ Black Sludge
Ability: Aftermath
EVs: 252 HP / 88 Def / 136 SpD / 32 Spe
Careful Nature
- Spikes
- Pain Split
- Gunk Shot
- Toxic

Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 252 HP / 28 Atk / 228 SpD
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Ice Punch

Virizion @ Lum Berry
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Swords Dance
- Close Combat
- Leaf Blade
- Zen Headbutt

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 80 Def / 176 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Taunt
- Will-O-Wisp
- Recover

Absol @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Pursuit
- Superpower
fun spikes team built around getting up your spikes quickly then keeping them up w/ jellicent vs blastoise based teams and pressuring the flygon / defoggers w/ hp ice jolteon. the cool tech for the team is roar jolt as you can pressure switch ins really easily and get up lots of hazard damage w/ spikes and rocks. everything else on the team is standard, you can do like roar / toxic > ice punch on ryph if you want to put more pressure on things like blastoise which switch in. i also had scarf absol for the longest time but realized i really didnt need the speed and the utility life orb gives in switching up moves is much nicer imo.

Here are a few more teams that I made, but I dont think they are /as/ solid so I didnt write up descriptions for them, feel free to check them out and give me any advice though ^_^

Diancie @ Leftovers
Ability: Clear Body
EVs: 248 HP / 32 Def / 104 SpA / 124 Spe
Modest Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Substitute
- Calm Mind

Dugtrio @ Life Orb
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Aerial Ace

Venusaur @ Life Orb
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Synthesis
- Leaf Storm
- Sludge Bomb

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Psywave
- Stealth Rock
- Toxic
- Rest

Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Toxic
- Refresh

Malamar @ Leftovers
Ability: Contrary
EVs: 252 HP / 204 SpD / 52 Spe
Careful Nature
- Knock Off
- Superpower
- Rest
- Sleep Talk
http://replay.pokemonshowdown.com/smogtours-ru-180769 - Pak vs atomicllamas for r1 of ru open

Tauros @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Rock Climb
- Earthquake
- Fire Blast
- Zen Headbutt

Scrafty @ Leftovers
Ability: Shed Skin
EVs: 8 HP / 249 Atk / 252 Spe
Jolly Nature
- Rest
- Dragon Dance
- High Jump Kick
- Knock Off

Uxie @ Leftovers
Ability: Levitate
EVs: 252 HP / 20 Def / 236 Spe
Bold Nature
- Stealth Rock
- U-turn
- Yawn
- Psyshock

Jolteon @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Shadow Ball

Escavalier @ Leftovers
Ability: Overcoat
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
- Swords Dance
- Rest
- Sleep Talk
- Megahorn

Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Toxic
- Roar

Sneasel @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Ice Shard
- Pursuit

Virizion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Leaf Blade
- Stone Edge

Uxie @ Chesto Berry
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Psychic
- Hidden Power [Ground]
- Calm Mind
- Rest

Diancie @ Leftovers
Ability: Clear Body
EVs: 248 HP / 76 SpA / 184 SpD
Sassy Nature
- Stealth Rock
- Moonblast
- Diamond Storm
- Toxic

Emboar @ Expert Belt
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Flare Blitz
- Superpower
- Sucker Punch
- Wild Charge

Flygon @ Choice Scarf
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Outrage
- Earthquake
- Dragon Claw
http://replay.pokemonshowdown.com/smogtours-ru-180767 - Pak vs atomicllamas for r1 of ru open

Accelgor @ Choice Specs
Ability: Sticky Hold
EVs: 112 HP / 4 Def / 252 SpA / 140 Spe
Timid Nature
- Bug Buzz
- Focus Blast
- Hidden Power [Rock]
- U-turn

Dugtrio @ Life Orb
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Sucker Punch
- Substitute

Escavalier @ Choice Band
Ability: Overcoat
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Megahorn
- Iron Head
- Pursuit
- Drill Run

Uxie @ Leftovers
Ability: Levitate
EVs: 252 HP / 20 Def / 236 Spe
Bold Nature
- Stealth Rock
- U-turn
- Yawn
- Psyshock

Aerodactyl @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Ice Fang
- Roost

Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Rapid Spin
- Toxic
- Refresh


Sceptile @ Life Orb
Ability: Overgrow
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Leaf Storm
- Focus Blast
- Hidden Power [Ice]
- Giga Drain

Rotom @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Hex
- Discharge
- Substitute

Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Scald
- Future Sight
- Dragon Tail
- Signal Beam

Flygon @ Earth Plate
Ability: Levitate
EVs: 40 HP / 216 Atk / 252 Spe
Jolly Nature
- Roost
- Defog
- Earthquake
- Dragon Claw

Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Seismic Toss
- Stealth Rock
- Toxic
- Thunder Wave

Drapion @ Choice Scarf
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Pursuit
- Poison Jab
- Toxic Spikes
http://replay.pokemonshowdown.com/smogtours-ru-186693 - Snowy. vs ~Eternally for an RU Tournament

Feel free to post anything you have here, here are a few places you can get sprites to include in your post to make them look nicer: http://fulllifegamer.bplaced.net/ and http://www.pokestadium.com/tools/sprites
 
Last edited:
Swear I thought that spikestack team had Scarfsol before but thank the Lord you changed it that set is hot dong.

Well, while I had a pretty poor open run (got unlucky r1) there was this one team I wanted to show off

Gaiking (Omastar) @ Shuca Berry
Ability: Weak Armor
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Shell Smash
- Hydro Pump
- Ice Beam
- Hidden Power [Grass]

Baldios (Barbaracle) @ Lum Berry
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Shell Smash
- Razor Shell
- Stone Edge
- Cross Chop

Trider (Dugtrio) @ Life Orb
Ability: Sand Veil
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Earthquake
- Aerial Ace
- Sucker Punch
- Memento

Minerva (Uxie) @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 20 Def / 236 Spe
Bold Nature
- Stealth Rock
- Knock Off
- Psyshock
- U-turn

Poseidon (Alomomola) @ Leftovers
Ability: Regenerator
EVs: 120 HP / 136 Def / 252 SpD
Impish Nature
IVs: 0 Atk
- Wish
- Protect
- Scald
- Toxic

Mazinger (Registeel) @ Leftovers
Ability: Clear Body
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Curse
- Iron Head
- Rest
- Toxic

Used it vs Eyan 1st game of r1 where an untimely scald crit on Barbaracle ended the late-game clean (game was fun af tho; ftr this isn't the version I used back then, but optimized it a bit). Pretty fun to use team focusing on pressuring the opponent with two shell smash sweepers while being supported by a pretty solid defensive backbone consisting of Registeel, Alomomola, and Uxie. Omastar and Barbaracle were really the only two mons available. Both make for threatening setup sweepers late-game and have similar checks, allowing one to wear them out for the other. By then I figured stuff for Venusaur and Virizion would be really nice on this, while also providing me with a Fighting-type resist. In the case Uxie was too worn down to take hits, Dugtrio would also be available to take down other threatening offensive Pokemon and Registeel, which was bulky enough to take hits from +2 Omastar. Memento was chosen as the last slot option to facilitate setup for the smashers. Regimola was a nice defensive core that could generally handle a good portion of the metagame, so I decided to end it with that; as I had Stealth Rock with Uxie, I went w/ Curse regi so as to have a backup wincon. Overall, this team struggles with breaking past well supported bulky Water-types and some Fighting-type setup sweepers such as Gurdurr, Gallade and the most broken RU mon for the last year, Scrafty. I've been trying Mega Audino over Alomomola as it checks Gurdurr and Scrafty decently, while also providing Heal Bell support for Uxie and Registeel. Regen and Scald are hard to pass out on though :V

tl;dr double shell smash, broken trapper, and fat half-team
 
didn't want to do this outright, but now that slams completely over, i figure this should be fine. i'll probably only be showing a little restraint in terms of what i do and do not post, so the consistency of them in your average games might fluctuate just a little. also, you'll notice a lot of them will have something like a water / steel / flygon defensive base, that's because its stupidly consistent and wins games if you don't get greedy. also some are decently old



Weezing @ Black Sludge
Ability: Levitate
EVs: 252 HP / 20 Def / 236 SpD
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Taunt
- Sludge Bomb
- Toxic Spikes

Scrafty @ Leftovers
Ability: Shed Skin
EVs: 8 HP / 248 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Rest
- Knock Off
- High Jump Kick

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Toxic
- Earthquake
- Gyro Ball

Flygon @ Leftovers
Ability: Levitate
EVs: 252 HP / 20 Def / 20 SpD / 216 Spe
Jolly Nature
- Defog
- Earthquake
- Roost
- Toxic

Barbaracle @ White Herb
Ability: Tough Claws
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Shell Smash
- Substitute
- Razor Shell
- Stone Edge

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 184 Def / 72 SpD
Impish Nature
IVs: 0 Atk
- Synthesis
- Will-O-Wisp
- Foul Play
- Leech Seed


the original dd rest scrafty team. this was built around something a little more loose defensively than your typical balance, striving to make pushes with the threat of your offensive dudes, some status platforms, etc. a lot of what you're doing with this team nowadays will involve you as the player shooting to playing with the intent to, say, pp stall venusaur's synths such that you can keep tspikes up to ultimately set up barb to clean their balance cleanly, which slightly deviates from the original nature of it (b.c this was coming up a bit before folks were using almost exclusively defensive set) but works all the same. uses gourgeist too, and that's a cool 'mon! the main gripe you'll be coming up against here is a.flame orb sigilyph can be pretty problematic with the team's choice to forgo pursuit in favour of the boosting dark (note: scrafty can eat a +1 air slash to knock and neutralize, if need be) and b.the role of bulky water is abandoned here. potential fixes are colbur gourgeist (not as necessary as it is on, say, jellicent now by a long shot, but ok), tect > tox on zong, lum + cross chop barb.



Rotom @ Leftovers
Ability: Levitate
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Will-O-Wisp
- Discharge
- Hex

Flygon @ Leftovers
Ability: Levitate
EVs: 252 HP / 20 Def / 20 SpD / 216 Spe
Jolly Nature
- Roost
- Earthquake
- Defog
- U-turn

Gallade @ Leftovers
Ability: Steadfast
EVs: 252 HP / 76 SpD / 180 Spe
Careful Nature
- Bulk Up
- Substitute
- Drain Punch
- Psycho Cut

Sneasel @ Choice Band
Ability: Pickpocket
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Icicle Crash
- Knock Off
- Iron Tail

Registeel @ Leftovers
Ability: Clear Body
EVs: 252 HP / 244 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Toxic
- Protect
- Seismic Toss

Venusaur @ Yache Berry
Ability: Overgrow
EVs: 232 HP / 48 Def / 136 SpA / 92 Spe
Modest Nature
IVs: 0 Atk
- Sleep Powder
- Leaf Storm
- Sludge Bomb
- Synthesis


wanted a subbu gallade team, 'cuz its real dang cool; a sight tougher to tech for than braviary, keeps the sr weak outta play, and (after the fact, but relevant enough) exploits the tendency for balance players to rely upon venu as their premier fight resist. like the team prior, the defensive backbone on the looser end, even utilizing just a venusaur as the scald absorber (though the team packs a couple dudes capable of exploiting a water). i dug it on this kinda balance setting even more for being so readily facilitated by a pursuiter (which will generally find itself inserted for the sake of preserving defensive stability, but here offers secondary benefits), here sneasel for the furthered press v.bulky offenses and the fairy lure via iron tail. in running rotom-n (here both a useful status platform, additional fight / ground deterrant, and obvious braviary check) i'm also presented the leeway to run tect registeel w/o significant repercussions, validating the free turns it'd be yielding to breakers like emboar / sawk a lil more. yache venu helps in the removal of glalie / sneasel, whoa!



Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 248 HP / 8 Def / 236 SpD / 16 Spe
Adamant Nature
- Stealth Rock
- Rock Blast
- Earthquake
- Toxic

Ferroseed @ Eviolite
Ability: Iron Barbs
EVs: 248 HP / 88 Def / 172 SpD
Impish Nature
- Spikes
- Leech Seed
- Knock Off
- Protect

Golbat @ Eviolite
Ability: Inner Focus
EVs: 248 HP / 216 Def / 12 SpD / 32 Spe
Impish Nature
- Defog
- Roost
- Brave Bird
- Whirlwind

Spiritomb @ Leftovers
Ability: Infiltrator
EVs: 248 HP / 204 Atk / 48 Def / 8 Spe
Adamant Nature
- Sucker Punch
- Pursuit
- Will-O-Wisp
- Rest

Cinccino @ Choice Band
Ability: Skill Link
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Tail Slap
- Bullet Seed
- Knock Off
- U-turn

Slowking @ Colbur Berry
Ability: Regenerator
EVs: 252 HP / 216 Def / 40 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Slack Off
- Scald
- Psyshock


pearl wanted a cincinno team real bad, and i think it isn't nearly as bad as dudes would like to think; speed tier is super relevant, and while it needs stuff like spikes and prediction to make key pushes through regimola, it can absolutely spin something significant if your wincon is something more defined than beat'em til they don't get up. issue was really validating a decent context for it, since it'd be filling what was generally the pursuiter slot on a team such as this, so this was the end result. pursuit + rest tomb is a deffo unorthodox, but realistically it's meant only to come into play v.balance (scald absorber, means blastoise doesn't break it w/o going into torrent and thereby disallowing the spin) where having that sitting duck doesn't result in dangerous counterplay. ferro is a cool-ish 'mon if you can outsource a stronger venu switch (fear of knock) cuz it sits on the good hazard control w/minimal risk and can get the knock off on key dudes to set up one or both of cincinno slowing, the latter of whom is getting facilitated by cincinno better than you would figure out of application.



Aurorus @ Choice Specs
Ability: Refrigerate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Freeze-Dry
- Earth Power
- Dark Pulse

Flygon @ Leftovers
Ability: Levitate
EVs: 252 HP / 20 Def / 20 SpD / 216 Spe
Jolly Nature
- Defog
- Roost
- Earthquake
- U-turn

Alomomola @ Leftovers
Ability: Regenerator
EVs: 104 HP / 180 Def / 224 SpD
Impish Nature
- Wish
- Protect
- Scald
- Knock Off

Granbull @ Leftovers
Ability: Intimidate
EVs: 248 HP / 72 Atk / 184 Def / 4 Spe
Adamant Nature
- Heal Bell
- Play Rough
- Earthquake
- Fire Punch

Registeel @ Shed Shell
Ability: Clear Body
EVs: 252 HP / 244 SpD / 12 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Toxic
- Thunder Wave
- Seismic Toss

Sigilyph @ Life Orb
Ability: Magic Guard
EVs: 72 HP / 32 Def / 152 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Roost
- Air Slash
- Heat Wave


i'll admit, i was a lil bummed when nobody used this one, but w.e. this was built at the midway point of slam rounds, building off that initial aurorus 'hype' that developed in our little group of builders; i didn't like the subcm thing b.c it really only beat regimola (and specifically sr registeel) and lost to any other slight variation of steel + water, so i made a shot for something different. here you've got a pretty basic idea, with specs aurorus being the tool of the balance to facilitate lo cm sigilyph, which i think is a dude that gets overlooked on builds a bunch, especially now with people feeling some enhanced liberty in running slower drapions. the premise is pretty cut-and-dry, but its unique enough and its got twave registeel in a legit capacity, when's the last time you saw that off ladder? crazy haha



Scyther @ Choice Band
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Aerial Ace
- Quick Attack
- Pursuit

Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 184 HP / 8 Def / 212 SpD / 104 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Rock Blast
- Toxic

Blastoise @ Leftovers
Ability: Torrent
EVs: 252 HP / 180 Def / 16 SpA / 28 SpD / 32 Spe
Bold Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Toxic
- Ice Beam

Venusaur @ Meadow Plate
Ability: Overgrow
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Synthesis
- Energy Ball
- Sludge Bomb
- Knock Off

Meloetta @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 128 Def / 32 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Psychic
- Focus Blast

Magneton @ Choice Scarf
Ability: Analytic
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Flash Cannon
- Thunderbolt
- Hidden Power [Ice]


just an amalgam of dudes i think are overrated af, which is kinda why i liked finding a context for them that i dug haha. the idea for this was an fast-paced balance built to facilitate subcm melo, which throws a wrench into the usual regimola + pursuit builds nicely with proper support. i think the vast majority of it is self-explanatory, but to address the elephants in the room, a.ice beam blastoise both reduces the freedom with which relevant grasses switch into it (either does a venu pick-off or forces the synth more readily, brings virizion into rk range) and b.meadow plate eball venu is dope af if you don't wanna be synthing all the time while still being a good mon offensively (there are calcs but i'm a bum). hp flying magneton is absolutely usable depending on how much you're feeling the virizion weak, though you'd be pleasantly surprised how much less threatening it is in practice in any given situation.



Rhyperior @ Choice Band
Ability: Solid Rock
EVs: 224 Atk / 48 SpD / 236 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Megahorn
- Rock Blast

Uxie @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 20 Def / 236 Spe
Bold Nature
- Stealth Rock
- U-turn
- Psyshock
- Thunder Wave

Drapion @ Lum Berry
Ability: Battle Armor
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Poison Jab
- Aqua Tail

Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 8 HP / 180 Atk / 140 Def / 160 SpD / 20 Spe
Adamant Nature
- Close Combat
- Knock Off
- Ice Punch
- Bullet Punch

Rotom-Mow @ Choice Scarf
Ability: Levitate
EVs: 28 Def / 232 SpA / 248 Spe
Timid Nature
IVs: 30 HP / 0 Atk / 30 Def / 30 SpA / 30 SpD
- Volt Switch
- Leaf Storm
- Trick
- Hidden Power [Flying]

Glalie @ Glalitite
Ability: Inner Focus
EVs: 180 Atk / 76 SpA / 252 Spe
Naive Nature
- Spikes
- Double-Edge
- Ice Shard
- Freeze-Dry


so, i think that banded grounds are fucking ridiculous rn; ever since we lost tangrowth, most teams will combat the stronger grounds via stuff like bulky water + ground immune just by nature of the team restraints forced upon us, and that's super exploitable. as something i built for ict from playoffs on, i sought to do this via rhyperior in a format quite similar to the popular build from lighthouses , so no small amount of credit to him. hard to knock bits of it, with uxie being pretty much the objective best complementary sr, and sd drap being one of the most universally consistent partners to benefit from rhyperior's breaking potency. my shot sought to incorporate spikes support and a slightly more aggressive orientation, playing in spikes glalie and rotom-c > the venu (which does expand slightly on a fight weak, forcing you to, in w/the nature of the changes generally, play it a bit more offensively to seek returns). also uses yama, which is real freaking rad when you can pump up the risk associated w/mindlessly throwing mola at it to keep it down, beyond the obvious of checking ices while keeping pace.



Escavalier @ Leftovers
Ability: Overcoat
EVs: 248 HP / 8 Atk / 12 Def / 224 SpD / 16 Spe
Careful Nature
- Swords Dance
- Rest
- Megahorn
- Sleep Talk

Diancie @ Leftovers
Ability: Clear Body
EVs: 248 HP / 36 SpA / 220 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Heal Bell
- Moonblast
- Toxic

Jellicent (F) @ Colbur Berry
Ability: Water Absorb
EVs: 248 HP / 184 Def / 76 Spe
Bold Nature
IVs: 0 Atk
- Recover
- Taunt
- Scald
- Hex

Flygon @ Leftovers
Ability: Levitate
EVs: 252 HP / 20 Def / 20 SpD / 216 Spe
Jolly Nature
- Defog
- Roost
- Earthquake
- Toxic

Sneasel @ Choice Band
Ability: Pickpocket
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Knock Off
- Icicle Crash
- Ice Shard

Venusaur @ Black Sludge
Ability: Chlorophyll
EVs: 252 HP / 180 Def / 24 SpA / 36 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Synthesis
- Leech Seed
- Sludge Bomb
- Giga Drain


the most basic balance you could ever look to, but i wasn't enamoured with any of the mono-attacking esca teams i've seen to this point, and there has to be one 'cuz its ridic atm. exploits the heck outta defensive venu, operates as a pretty consistent stallbreaker, etc. jellicent > mola here both cuts down on the reliance on escavalier to break balances and boosts activity such as to improve handle on stuff like opposing escavalier. everything here is, again, pretty self-explanatory, with all the techs being pretty easy to get in the context of it all i think.
 
Last edited:

MrAldo

Hey
is a Social Media Contributoris a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Dedicated Tournament Hostis a Site Content Manager Alumnusis a Forum Moderator Alumnus
>sees scarf magneton

Heck yeah, glad to see Im not the only one that sees great value on that set :D

I dont have the most illustrious tour career (in fact, it barely exists) but some people do used some of my teams and Im glad they trusted them enough to use them on a complicated environment such as an Open, it gives me confidence in trying new stuff :D

Anyways, I just remember 1 team that was used (LOL) so lets go with that:


Omastar @ Shuca Berry
Ability: Weak Armor
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Shell Smash
- Hidden Power [Grass]
- Ice Beam
- Hydro Pump

Accelgor @ Life Orb
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 Def
- Spikes
- Hidden Power [Ice]
- Bug Buzz
- Focus Blast

Mesprit @ Colbur Berry
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Grass Knot
- Psychic
- Dazzling Gleam

Virizion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Close Combat
- Stone Edge

Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Volt Switch
- Hidden Power [Ground]
- Thunderbolt
- Flash Cannon

Absol @ Life Orb / Lum Berry
Ability: Super Luck
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature / Adamant Nature
IVs: 29 HP
- Swords Dance
- Knock Off
- Iron Tail / Superpower
- Sucker Punch

Used by Snowy on his series against Feliburn.

Shell Smash Omastar has been my favorite win condition for a good amount of metagame stages in RU so I decided to make this team a while ago after Mega Steelix and Tyrantrum left, seeing the magneton in there and seeing that the dinosaur could 6-0 this with little to no problem so yeah. Shell Smash Omastar is the main focus of the team and to support a sweep with it. Decided to go the hazard stacking route since most of omastar checks are hindered by spikes, decided to go with accelgor over something like mega glalie since thanks to its outstanding speed tier it allowed me to have solid counterplay against anti-offense Pokemon like Sneasel and Scarf Medicham and Mesprit over Uxie cause I wanted more power in order to get lure Blastoise much more effectively with grass knot and keep my hazards (Accelgor stops flygon from defogging thanks to hp ice) since I didnt had a spinblocker of any sort or a defiant user to punish Flygon (which is only Braviary atm).

From there just slapped some good win conditions to break through most of Omastar checks and a secondary flying resist since Omastar doesnt like taking attacks until mid-to-lategame cause of how much of a double-edged sword weak armor can be. SD Virizion complements Omastar incredibly well, pressuring Steel-types and Bulky Waters by itself and allowing for Omastar to have an easier time cleaning. Scarf Magneton may seems odd but I really needed a better response against the likes of Sneasel and Mega Glalie (an ice resist) and this basically solved the issues I had with this spot for ages, starting using this beauty and I firmly believe it is pretty viable. Magnet Pull + HP Ground cause I wanted to trap opposing Magnetons since this team lacks any ground type or means to prevent the constant volt switching, good punisher for typical volt turn strategies. Last, wanted a Psychic-type check and another win condition cause why not. Added SD Absol cause it is incredible and gives me strong priority which is a great emergency button to have against faster Pokemon. There are other versions with Drapion around, which have its good things, like absorbing toxic spikes which can be gay.

A brave attempt at Hyper Offense in RU that Im happy with and that can still work to this day, despite HO being at the deeper end in viability on RU. Just remember to play aggresively and that it is actively possible to play it in this tier.

Cheers!
 
might as well post, was going to on sunday but i forgot or something


ready set go (Clawitzer) @ Choice Specs
Ability: Mega Launcher
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Aura Sphere
- Dark Pulse
- Ice Beam

vlone (Registeel) @ Leftovers
Ability: Clear Body
EVs: 252 HP / 24 SpA / 216 SpD / 16 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Seismic Toss
- Thunderbolt
- Toxic

jesus piece (Sigilyph) @ Flame Orb
Ability: Magic Guard
EVs: 140 HP / 116 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Air Slash
- Roost
- Psycho Shift

sentiment (Venusaur) @ Black Sludge
Ability: Overgrow
EVs: 252 HP / 208 Def / 24 SpA / 16 SpD / 4 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Knock Off
- Synthesis

simple and clean (Emboar) @ Expert Belt
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Flare Blitz
- Superpower
- Wild Charge
- Heavy Slam / Sucker Punch

wrist sub zero (Drapion) @ Choice Scarf
Ability: Sniper
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Pursuit
- Poison Jab
- Toxic Spikes


made this team for Ice Tea like right after he got out of tiebreakers - basically my idea was me telling him "claws mad nice" and hes like "use modest specs" and im like "why" and he said "cause i want it" so yeah. the set that dudes used in playoffs was with sub which is pretty cool but BruteForce i felt would be better on the kind of team i was planning. added registeel because its fucking registeel and checks most of the meta - twave could be cool in conjunction with clawitzer but i think with the popularity of sub bu braviary tbolt was better. sigi is my main wincon here. offensive cm is nice but i feel like with flame orb its better off vs more defensively oriented teams and fucking with diancie is always nice. the evs are basically so that ur guaranteed to kill viriz unboosted. venusaur is just general fat really lol, dumped off a 49 spread on it and called it a day. having a mola + fighting answer in one slot is nice for p much any team, and with sigi being able to cripple regi switch ins its real easy to wear it down in conjunction with knock, unless its rest (dont knock sr rest btw that set is lit). ebelt boar is an interesting set, since boar is able to retain a decent amount of power while being able to switch moves. ice tea used sucker in his game vs carloo, but i thought heavy slam is a neat choice for a diancie lure, especially since there's no hazard removal on this team. scarf tspikes drap is a neat set as well, adds a neat bit of utility in the set, since i generally feell its last slot isnt that useful anyway and the main point of drap on this team was for speed control. i built this pre duggy ban but its gotten better without its presence i feel. just watch out for banded grounds


butterfly effect (Braviary) @ Leftovers
Ability: Defiant
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Brave Bird
- Roost
- Substitute
- Bulk Up

emani (Blastoise) @ Leftovers
Ability: Torrent
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Refresh
- Toxic

castle town (Bronzong) @ Leftovers
Ability: Levitate
EVs: 244 HP / 168 Def / 96 SpD
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Earthquake
- Toxic

yungniggaseelin (Garbodor) @ Rocky Helmet
Ability: Aftermath
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Toxic Spikes
- Spikes
- Gunk Shot
- Seed Bomb

taser and wine (Rotom) @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Will-O-Wisp
- Discharge
- Substitute
- Hex

dove (Flygon) @ Earth Plate
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- U-turn
- Roost


another kind of fat cteam. two sub mons are a little unnecessary but i really fuckin hate mola. the two in conjunction with garbodor have a field day with most balances, and the rest of the team is mainly just to give it some backbone. earth plate flygon is a pretty cool tech that i added since i wanted what fatgon gives except i didnt want it to be passive as fuck. you can probably mess around with the team a little bit in terms of slots but i liked it this way the most


street fighter (Hitmonlee) @ Life Orb
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Knock Off
- Mach Punch
- Sucker Punch

songs for women (Diancie) @ Leftovers
Ability: Clear Body
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SpD
Sassy Nature
- Stealth Rock
- Moonblast
- Diamond Storm
- Heal Bell

swim good (Alomomola) @ Leftovers
Ability: Regenerator
EVs: 120 HP / 136 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Wish
- Protect
- Toxic

strawberry swing (Flygon) @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- U-turn
- Defog

novacane (Rotom-Mow) @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Leaf Storm
- Trick

goldeneye (Sigilyph) @ Flame Orb
Ability: Magic Guard
EVs: 140 HP / 116 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Air Slash
- Psycho Shift
- Roost


i wanted to use dual priority hitmonlee, i think its pretty cool right now given that spin is essentially useless 85% of the time unless your team really needs it. diancie + mola is standard balance core, felt like dian was a little better vs the common lee answers and appreciates the pressure lee provides vs opposing regimola cores. scarf gon + rotom-c is a standard voltturn core as well, fucks around with offense and offers AmpleOpportunity for lee to get in. sigi....well i dont really need it but its a fighting answer nonetheless. honestly at this stage, you might be better off messing with flygons set and making mesp scarf hw. i mean i need a medi answer right? but those dont exist so idk lol

i have one more team but i dont wanna post it right now, ill wait till later maybe
 

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