Hey everybody,
lately I started to play showdown again, I´ve never played competitive mons over a longer period of time. So I decided to challenge myself and try to put a decent team together. After successfully building around the basic stuff like krook+sylveon or celebi+mega sharpedo I wanted to try a less popular set and finally settled on DD Cobalion. The team feels quite strong and quickly got to 1500 so I´m quite confident that its one of my better ones.
Teambuilding process:
I started with DD Cobalion and added the best mega in the game rn: mega aero. I went with crunch/Pursuit because it nails the bulky psychics cobalion cant break and weakens bulky waters aswell.
I still needed hazard removal aswell as a way to defeat bulky ground types. So I added shuca empoleon to lure in said ground types.
Fighting types looked very threatening so I went with a soft check to fighting types that also serves as an electric immunity and sr setter.
I was till weak to bulky waters and a second fighting resist looked nice. I also needed smth to deal with bulky setup so Whimsicott was the obvious choice.
Last but not least I needed a way to revenge certain mons aswell as a mamo check. Another answer to water types felt necessary too.
In depth: Changes in red
Cobalion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Iron Head
- Close Combat
- Rock Polish
I obviously started with DD cobalion as my main sweeper. Even though cobalions attack isnt really high the set is quite unexpected and catches a lot of people off guard. The surprise factor is probably the main reason why this sets works so well and sometimes even creates 2 free turns to sd and rp. Cobalions decent physical bulk enables it to mostly ignore priority moves or boost enough to sweep unprepared teams. Lum berry helps with that aswell as stuff like prankster mons cant easily stop it either. With nidoqueens sr support and aerodactyl weakening their checks enough it really becomes a force to be reckoned with.
Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake -Wing Attack
- Stone Edge
- Crunch
- Pursuit
The next unconventional set: Crunch / Pursuit mega aerodactyl. You might be wondering why I have no flying stab on here. M-Aeros main purpose is to lure in fat psychic/ghost types like Slowking/Cresselia/chandelure and hit them with Crunch/Pursuit so Cobalion has the freedom to sweep later on. Even though crunch only 3hit KOs Cress you can play Pursuit mindgames once its weakened enough. I really like the concept though some people have told me to still use flying stab so I´m kinda undecisive whether crunch is worth it or not. Aeros main checks are bulky waters and it can wear them down for cobalion.
Empoleon @ Shuca Berry
Ability: Torrent
EVs: 212 HP / 252 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Grass Knot
- Defog
I still had a problem with ground types so I wanted a way to lure them in and smack them. I had no hazard removal so far either so I added shuca empoleon. The set is pretty standard with 44 speed EVs to creep relaxed swampert etc. It can also work as a decent fire resist/tank hydreigons dracos even though you have to keep it healty most of the time if it needs to take a ground type attack. Hydro Pump can be used for more power but scald isthe best move in the game more reliable. Empoleon can also hit problematic grass types with ice beam as aero has no flying stab.
Nidoqueen @ Life Orb
Ability: Sheer Force
EVs:40 HP / 252 SpA / 216 Spe 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Sludge Wave
- Stealth Rock
- Ice Beam
I was still lacking a fighting resist and had no way of setting up stealth rocks. Volt switch users were a problem and its always nice to have a poison type to get rid of toxic spikes, so I added nidoqueen. With sheer force boosted attacks it can easily break down fairy/grass types and even hit bulky steel types. A lot of teams are not prepared to switch into nidoqueens attacks so apart from setting up SR it can weaken the defensive backbone early on. The EVs creep uninvested base 100s like tentacruel which is quite important even though you sacrifice some bulk.
Whimsicott @Leftovers Yache Berry
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
-Energy Ball -Giga Drain
- Moonblast
- U-turn
- Encore
My fighting resist was shaky at best so I needed another mon that resists fighting type attacks. The team was really weak to water types and empoleon was already pressured too much to take dracos so I wanted a fairy type and Whimsicott was an obvious choice. Encore also lets me handle setup a lot easier as you can switch it in aggressively whenever you suspect your opponent to set up. U-turn forms a little "volt/turn-core" with rotom and lets me grab a lot of momentum.
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Trick
- Thunderbolt
The team was still quite weak to Mamoswine and bulky waters in general. Therefore I added rotom-heat to not only check mamo but also function as a revenge killer for stuff like opposing m-aero or even gyrados after a DD. It can also switch in on fire types if needed so empoleon isnt pressured that much. Overheat helps with defeating the problematic steel types that my other mons cant really handle. Between trick and electric typing rotom can usually handle most water types and in combination with whimsicott you are usually fine. Another ground immunity helps with my ground weakness to a certain extend.
Conclusion:
Thats about it for the team. I´m sure there is room for improvement and I´m looking forward to criticism that helps me improve the team further. Thanks for your time and have a nice day.
lately I started to play showdown again, I´ve never played competitive mons over a longer period of time. So I decided to challenge myself and try to put a decent team together. After successfully building around the basic stuff like krook+sylveon or celebi+mega sharpedo I wanted to try a less popular set and finally settled on DD Cobalion. The team feels quite strong and quickly got to 1500 so I´m quite confident that its one of my better ones.
Teambuilding process:
I started with DD Cobalion and added the best mega in the game rn: mega aero. I went with crunch/Pursuit because it nails the bulky psychics cobalion cant break and weakens bulky waters aswell.
I still needed hazard removal aswell as a way to defeat bulky ground types. So I added shuca empoleon to lure in said ground types.
Fighting types looked very threatening so I went with a soft check to fighting types that also serves as an electric immunity and sr setter.
I was till weak to bulky waters and a second fighting resist looked nice. I also needed smth to deal with bulky setup so Whimsicott was the obvious choice.
Last but not least I needed a way to revenge certain mons aswell as a mamo check. Another answer to water types felt necessary too.
In depth: Changes in red
Cobalion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Iron Head
- Close Combat
- Rock Polish
I obviously started with DD cobalion as my main sweeper. Even though cobalions attack isnt really high the set is quite unexpected and catches a lot of people off guard. The surprise factor is probably the main reason why this sets works so well and sometimes even creates 2 free turns to sd and rp. Cobalions decent physical bulk enables it to mostly ignore priority moves or boost enough to sweep unprepared teams. Lum berry helps with that aswell as stuff like prankster mons cant easily stop it either. With nidoqueens sr support and aerodactyl weakening their checks enough it really becomes a force to be reckoned with.
Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
-
- Stone Edge
- Crunch
- Pursuit
The next unconventional set: Crunch / Pursuit mega aerodactyl. You might be wondering why I have no flying stab on here. M-Aeros main purpose is to lure in fat psychic/ghost types like Slowking/Cresselia/chandelure and hit them with Crunch/Pursuit so Cobalion has the freedom to sweep later on. Even though crunch only 3hit KOs Cress you can play Pursuit mindgames once its weakened enough. I really like the concept though some people have told me to still use flying stab so I´m kinda undecisive whether crunch is worth it or not. Aeros main checks are bulky waters and it can wear them down for cobalion.
Empoleon @ Shuca Berry
Ability: Torrent
EVs: 212 HP / 252 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Grass Knot
- Defog
I still had a problem with ground types so I wanted a way to lure them in and smack them. I had no hazard removal so far either so I added shuca empoleon. The set is pretty standard with 44 speed EVs to creep relaxed swampert etc. It can also work as a decent fire resist/tank hydreigons dracos even though you have to keep it healty most of the time if it needs to take a ground type attack. Hydro Pump can be used for more power but scald is
Nidoqueen @ Life Orb
Ability: Sheer Force
EVs:
Modest Nature
IVs: 0 Atk
- Earth Power
- Sludge Wave
- Stealth Rock
- Ice Beam
I was still lacking a fighting resist and had no way of setting up stealth rocks. Volt switch users were a problem and its always nice to have a poison type to get rid of toxic spikes, so I added nidoqueen. With sheer force boosted attacks it can easily break down fairy/grass types and even hit bulky steel types. A lot of teams are not prepared to switch into nidoqueens attacks so apart from setting up SR it can weaken the defensive backbone early on. The EVs creep uninvested base 100s like tentacruel which is quite important even though you sacrifice some bulk.
Whimsicott @
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
-
- Moonblast
- U-turn
- Encore
My fighting resist was shaky at best so I needed another mon that resists fighting type attacks. The team was really weak to water types and empoleon was already pressured too much to take dracos so I wanted a fairy type and Whimsicott was an obvious choice. Encore also lets me handle setup a lot easier as you can switch it in aggressively whenever you suspect your opponent to set up. U-turn forms a little "volt/turn-core" with rotom and lets me grab a lot of momentum.
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Trick
- Thunderbolt
The team was still quite weak to Mamoswine and bulky waters in general. Therefore I added rotom-heat to not only check mamo but also function as a revenge killer for stuff like opposing m-aero or even gyrados after a DD. It can also switch in on fire types if needed so empoleon isnt pressured that much. Overheat helps with defeating the problematic steel types that my other mons cant really handle. Between trick and electric typing rotom can usually handle most water types and in combination with whimsicott you are usually fine. Another ground immunity helps with my ground weakness to a certain extend.
Conclusion:
Thats about it for the team. I´m sure there is room for improvement and I´m looking forward to criticism that helps me improve the team further. Thanks for your time and have a nice day.
Shoutouts to Kreme for being a savage and helping me on several teams. He made me the builder I am today (I may have stolen his core aswell)
Also thanks to all the raters that put up with ignorant players like me.
Shiba for helping me with general building knowledge even though he probably doesnt remember it
LittleRunnerXC for playing my teams and encouraging me to keep building
@Mr.Surgeon whowanted me to add scarf nido helps noobs like me
sry for anyone I forgot, I´m french
Also thanks to all the raters that put up with ignorant players like me.
Shiba for helping me with general building knowledge even though he probably doesnt remember it
LittleRunnerXC for playing my teams and encouraging me to keep building
@Mr.Surgeon who
sry for anyone I forgot, I´m french
Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wing Attack
- Stone Edge
- Crunch
- Pursuit
Cobalion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Iron Head
- Close Combat
- Rock Polish
Empoleon @ Shuca Berry
Ability: Torrent
EVs: 212 HP / 252 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Grass Knot
- Defog
Whimsicott @ Yache Berry
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Giga Drain
- Moonblast
- U-turn
- Encore
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Trick
- Thunderbolt
Nidoqueen @ Life Orb
Ability: Sheer Force
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Sludge Wave
- Stealth Rock
- Ice Beam
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wing Attack
- Stone Edge
- Crunch
- Pursuit
Cobalion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Iron Head
- Close Combat
- Rock Polish
Empoleon @ Shuca Berry
Ability: Torrent
EVs: 212 HP / 252 SpA / 44 Spe
Modest Nature
IVs: 0 Atk
- Scald
- Ice Beam
- Grass Knot
- Defog
Whimsicott @ Yache Berry
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Giga Drain
- Moonblast
- U-turn
- Encore
Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Overheat
- Trick
- Thunderbolt
Nidoqueen @ Life Orb
Ability: Sheer Force
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
IVs: 0 Atk
- Earth Power
- Sludge Wave
- Stealth Rock
- Ice Beam
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