Projects ND Other Tiers Teambuilding Competition [CYCLE 15: NDRU DIGGERSBY! Congrats to DanBear02 on winning Cycle 14!]

banana wins, gratz anaconja

next up is LC!
CYCLE 4: ND LC Z VULLABY
:sv/vullaby:
Vullaby (F) @ Flyinium Z
Ability: Weak Armor
Level: 5
Tera Type: Dark
EVs: 236 Atk / 76 Def / 80 SpA / 116 Spe
Naughty Nature
IVs: 30 HP / 30 SpA
-Brave Bird
-Knock Off
-Hidden Power [Grass]
-Heat Wave
1694185800273.png

you have 1 week to cook. voting will go up 2 days after!
 

anique

</3
is a Tiering Contributor
https://pokepast.es/de99b622e862e9e3
Ah, you've got quite the eclectic Pokemon team there, hylmn! Let's break it down:

1. Vullaby: Flying/Dark type with a unique set. Weak Armor and that Naughty Nature give it some extra oomph in speed and attack, but a bit less defense. Brave Bird for the heavy-hitting, Knock Off for item snatching, and Hidden Power Grass to deal with those pesky Water types. Heat Wave adds a fiery twist.

2. Gothita: Rocking a Choice Scarf and Shadow Tag, this Fighting type means business. Timid Nature ensures it's speedy, and it's got a diverse movepool with Trick, Tera Blast, Psychic, and Energy Ball. Trapping and scarfing, what a combo!

3. Diglett: The little ground-dweller with Arena Trap. Choice Band for some extra power, Jolly Nature for max speed. Memento for sacrificing itself, Earthquake for ground-shaking damage, Sucker Punch for priority, and Rock Blast for variety. Goodbye, foes!

4. Ferroseed: Eviolite-wearing, Water-type Ferroseed. Bold Nature with Stealth Rock, Giga Drain for healing, Leech Seed for annoyance, and Thunder Wave for paralyzing foes. It's like a thorny nuisance that just won't quit.

5. Staryu: Staryu rocking the Eviolite in Steel form. Timid Nature with Scald for burns, Recover for longevity, Thunder Wave for crippling speedsters, and Rapid Spin for hazard removal. Clean and efficient.

6. Makuhita: Fire-type with Sheer Force. Adamant Nature with Bulk Up, Drain Punch for recovery, Ice Punch for coverage, and Thunder Punch for a shocking surprise. Life Orb adds a bit more bite.

So, your team has a mix of types and strategies. You've got trapping, item control, status spreading, and some heavy hitters. It's like a wild circus under the big top.
 
NDLC Raworbing it

https://pokepast.es/c05df0c8fa736d8c This is literally every lc team ever, vullaby is central to this team by providing a switchin to help deal with gastly and abra, and damage to bulkier fightings like Mienfoo and Timburr which other members do not like to switch into, support to double orb Htorb. It also provides a switchin immediately after volt switch to grass types to threaten a KO. It also guarantees a knock off vs a lot of grass types. You can’t exactly replace vullaby in this style of team, due to pawniard, the replacement, which can’t provide the abilities of vullaby, Or flying stab. these are pivotal part of the ability to run life orb Htorb. Do not ever use an opiumsewer, hylmn or ns+ team btw !

:vullaby: as mentioned above, vullaby is used here as team glue. Due to the mixed set being able to instantly remove certain threats to htorb, and put you in a good position vs your opponent after sending in either as a switchin or hard leading to aim to remove a Mon or an item

:voltorb-hisui: The revenge killer for the team, htorb provides a potent offense to enable vullaby later in the game, with it pulling off impressive damage calculations at the cost of bulk.

:mienfoo: the best mon in ndlc and required on every team, it is just an exellent pivot and item removal. It also wears down checks to the other team members
 
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:mienfoo::timburr: Flyinium-Z Vullaby Fightspam :vullaby::pawniard:
:mienfoo::timburr::vullaby::staryu::pawniard::foongus:
Click the mini-sprites for the team!

This team focuses on Vullaby's extremely powerful Z-Move and ability to wreak havoc upon opposing teams to make progress, along with a threatening FightSpam core of Choice Scarf Mienfoo and Timburr to support its offense by hard threatening Vullaby's checks, such as Onix or Pawniard. Reckless Mienfoo's High Jump Kicks do heavy damage to targets, even the ones that resist it, such as Mareanie. Timburr is a strong physical attacker that can take advantage of status conditions such as Ferroseed's Thunder Wave to deal even more damage through Guts. Tera Steel is used for Abra and other Psychics and opposing Flying-types.

Vullaby has a very powerful Brave Bird, which is boosted to greater heights by the Flyinium-Z. Heat Wave has been dropped from the set as Pawniard can easily be taken care of by Vullaby's teammates, leaving space for a valuable move in Protect, which can be used to scout switches into Pokemon like Onix, or even bait your opponents's Tera, which can allow you to play better around the funny mechanic.

Staryu is a great filler Pokemon, able to Rapid Spin away Stealth Rocks, Spikes or Webs for the team, which Vullaby heavily appreciates due to the lack of Berry Juice or Roost to stay healthy. Pawniard is the Psychic and Ghost check for the team, as well as the rocker. Tera Ghost is used to become immune to Fighting-type moves like Mienfoo's HJK. Finally, Foongus can spread Spore and stay alive through the game with Regenerator and Synthesis. Tera Ghost for Gothita, just don't get tricked.


Edit: Fixed Illuminate Staryu lol
 
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$$Casino Birdspam$$
Try your luck!
:vullaby::wingull::voltorb hisui::pawniard::mareanie::drilbur:

https://pokepast.es/982f16118bdc0458
:sm/vullaby:
Pit Boss (Vullaby) @ Flyinium Z
Ability: Weak Armor
Level: 5
Tera Type: Dark
EVs: 236 Atk / 76 Def / 80 SpA / 116 Spe
Naughty Nature
IVs: 30 HP / 30 SpA
- Brave Bird
- Knock Off
- Heat Wave
- Hidden Power [Grass]
Flyinium Z Vullaby is great for Flying-type spam teams, as it not only soften up common Flying resists like Pawniard or Onix with Knock Off or Z Brave Bird, but just outright delete them with its coverage if predicted right. The team is built around capitalizing on it's wallbreaking potential or covering up it's weaknesses; the fact it runs an offensive spread like this means it can no longer be a check to strong special attackers like Gastly or Abra.

:sm/wingull:
Vegas Baby (Wingull) @ Life Orb
Ability: Hydration
Level: 5
Tera Type: Ground
EVs: 240 SpA / 240 Spe
Timid Nature
IVs: 19 HP / 30 Atk / 30 SpA / 30 Spe
- U-turn
- Hidden Power [Fire]
- Hydro Pump
- Hurricane

This is why the team is called Casino Birdspam. Cause theoretically this mon is super cracked; the things that want to take a Hydro Pump from it are Grass or Water-Types which are shredded by Hurricane. The Flying resists that can take a Hurricane just die from a Hydro Pump or get severely damaged. It's got U-Turn to get out of rough match ups and HP Fire is for Ferroseed which is an annoying roadblock. Tera Ground can surprise Electric types and pick up a KO. However, Wingull's STABs are all pretty inaccurate, and it's very frail so it can't afford to take a hit. In short, Wingull is a gambling addict, risking it's life on the dice roll, and when it wins it wins big. When it busts, however, it's not pretty.

:sm/voltorb hisui:
Double Down (Voltorb-Hisui) @ Eviolite
Ability: Static
Level: 5
Tera Type: Fire
EVs: 116 HP / 36 Def / 156 SpA / 196 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Giga Drain
- Thunderbolt
- Tera Blast
This is the main offensive pivot on the team, and it provides its own form of wallbreaking as well. The main threats to Wingull are mons that can outspeed it, like Abra, Staryu, other Voltorb. It also struggles to break bulky waters like Frillish or Shellos, all of which Voltorb-H can handle. It also baits in Grass types who are the only ones to take it's STABs, which are food for the two birds above. I just slapped on Tera Blast Fire since that's kind of the default, but Protect for Trapinch First Impression and to scout Teras is a great alternative as well.

:sm/pawniard:
Snake Eyes (Pawniard) @ Choice Scarf
Ability: Defiant
Level: 5
Tera Type: Dark
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
- Pursuit
- Iron Head
- Knock Off
- Sucker Punch
Since Vullaby cannot handle Abra or Gastly, we need something to trap them, and Scarf Pawn is like a good fit. It's a good revenge killer also a temporary Vullaby switch in, but don't rely on it. This is a pretty offensive team so the goal is to keep momentum and limit the opponent's use of Vull., so this is just for an emergency. But it's a standard Scarf Pawn set, but I added in Sucker Punch for some priority since there is a good chance it will take a Knock off. I ran Tera Dark for boosted Knock offs and Sucker Punches but defensive Tera could also work

:sm/mareanie:
Big Blind (Mareanie) @ Eviolite
Ability: Regenerator
Level: 5
Tera Type: Ghost
EVs: 116 HP / 12 Atk / 180 Def / 12 SpA / 180 SpD
Bold Nature
- Knock Off
- Scald
- Sludge Bomb
- Recover
Now we need a Fighting resist, and given that I also want to have a chance against opposing Ponytas, I chose Mareanie. It can spread Knock offs to really make Wingull and Vullaby hard to switch into. As another gambling enjoyer Mareanie can spam Scalds and Sludge Bombs as well to rack up residual damage. Just play carefully around Diglett and Gothita, and use Tera Ghost if Mareanie's walling capabilities are really important for the game.

:sm/drilbur:
Full House (Drilbur) @ Eviolite
Ability: Mold Breaker
Level: 5
Tera Type: Steel
EVs: 36 HP / 76 Atk / 196 Def / 76 SpD / 52 Spe
Impish Nature
- Stealth Rock
- Rapid Spin
- High Horsepower
- Rock Slide
Finally, have the glue. Basically everything else missing on the team is covered by the mole. We need Stealth Rocks to make our wallbreakers even harder to switch into, and Scarf Rocks Pawniard is a bit too spicy for me. We probably need removal since our birds have no recovery, and we need more insurance against Electric-Types, so Drilbur is a good fit. We have High Horsepower so Grassy Terrain doesn't screw us over, and Rock Slide to deter Vullaby or another other Flying Types. Drilbur's main attacking moves all have a chance to miss though, so pray that you don't use all your luck on Wingull.
wow its not a SM LC team​
 
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rarre

Sometimes I think maybe its too late
is a Tiering Contributor
Copy of Untitled 674

:vullaby::gastly::grookey::timburr::mudbray::spritzee:

:vullaby:
Amazing at forcing progress vs bulkier and slower mons, wants a way to make progress vs offense and/or clean teams after it has done it’s thing.
:vullaby::gastly:
Thought about scarf mag instead, but felt it would make the torb-h mu way fishier than it already is. Gastly is also great for running through offense and cleaning, although it is more vulnerable to pursuit and doesn’t have the ability yo

:vullaby::gastly::timburr::spritzee::ferroseed:
First ideas kinda looked like this, didn’t like it

:vullaby::gastly::mienfoo::mudbray: :mareanie:/:foongus: :snivy:/:voltorb-hisui:
Was thinking with eject button poisons and the like but just still couldn’t find something that clicked

:vullaby::gastly::grookey:
Eventually settled on Grookey as an offensive pivot/revenge killer. Tera grass grassy glide is quite powerful, knock and u-turn are always great.

:vullaby::gastly::grookey::timburr::mudbray::spritzee:
Eventually settled on this 6, timburr acts as a solid tank and defogger, Mudbray as a ground rocker that also pressures ferroseed with close combat, and cm spritzee, a fighter check that can also pass wishes to timburr and Mudbray as well as act as a potential win condition.
 
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Runo

I get imposter syndrome from playing mons!!!
is a Forum Moderatoris a Community Contributoris a Tiering Contributor
Moderator
A
https://pokepast.es/de99b622e862e9e3
Ah, you've got quite the eclectic Pokemon team there, hylmn! Let's break it down:

1. Vullaby: Flying/Dark type with a unique set. Weak Armor and that Naughty Nature give it some extra oomph in speed and attack, but a bit less defense. Brave Bird for the heavy-hitting, Knock Off for item snatching, and Hidden Power Grass to deal with those pesky Water types. Heat Wave adds a fiery twist.

2. Gothita: Rocking a Choice Scarf and Shadow Tag, this Fighting type means business. Timid Nature ensures it's speedy, and it's got a diverse movepool with Trick, Tera Blast, Psychic, and Energy Ball. Trapping and scarfing, what a combo!

3. Diglett: The little ground-dweller with Arena Trap. Choice Band for some extra power, Jolly Nature for max speed. Memento for sacrificing itself, Earthquake for ground-shaking damage, Sucker Punch for priority, and Rock Blast for variety. Goodbye, foes!

4. Ferroseed: Eviolite-wearing, Water-type Ferroseed. Bold Nature with Stealth Rock, Giga Drain for healing, Leech Seed for annoyance, and Thunder Wave for paralyzing foes. It's like a thorny nuisance that just won't quit.

5. Staryu: Staryu rocking the Eviolite in Steel form. Timid Nature with Scald for burns, Recover for longevity, Thunder Wave for crippling speedsters, and Rapid Spin for hazard removal. Clean and efficient.

6. Makuhita: Fire-type with Sheer Force. Adamant Nature with Bulk Up, Drain Punch for recovery, Ice Punch for coverage, and Thunder Punch for a shocking surprise. Life Orb adds a bit more bite.

So, your team has a mix of types and strategies. You've got trapping, item control, status spreading, and some heavy hitters. It's like a wild circus under the big top.
B
https://pokepast.es/c9fae1823b961461
I don't want to write an explanation the team is fairly straighforward
C
NDLC Raworbing it

https://pokepast.es/c05df0c8fa736d8c This is literally every lc team ever, vullaby is central to this team by providing a switchin to help deal with gastly and abra, and damage to bulkier fightings like Mienfoo and Timburr which other members do not like to switch into, support to double orb Htorb. It also provides a switchin immediately after volt switch to grass types to threaten a KO. It also guarantees a knock off vs a lot of grass types. You can’t exactly replace vullaby in this style of team, due to pawniard, the replacement, which can’t provide the abilities of vullaby, Or flying stab. these are pivotal part of the ability to run life orb Htorb. Do not ever use an opiumsewer, hylmn or ns+ team btw !

:vullaby: as mentioned above, vullaby is used here as team glue. Due to the mixed set being able to instantly remove certain threats to htorb, and put you in a good position vs your opponent after sending in either as a switchin or hard leading to aim to remove a Mon or an item

:voltorb-hisui: The revenge killer for the team, htorb provides a potent offense to enable vullaby later in the game, with it pulling off impressive damage calculations at the cost of bulk.

:mienfoo: the best mon in ndlc and required on every team, it is just an exellent pivot and item removal. It also wears down checks to the other team members
D
:mienfoo::timburr: Flyinium-Z Vullaby Fightspam :vullaby::pawniard:
:mienfoo::timburr::vullaby::staryu::pawniard::foongus:
Click the mini-sprites for the team!

This team focuses on Vullaby's extremely powerful Z-Move and ability to wreak havoc upon opposing teams to make progress, along with a threatening FightSpam core of Choice Scarf Mienfoo and Timburr to support its offense by hard threatening Vullaby's checks, such as Onix or Pawniard. Reckless Mienfoo's High Jump Kicks do heavy damage to targets, even the ones that resist it, such as Mareanie. Timburr is a strong physical attacker that can take advantage of status conditions such as Ferroseed's Thunder Wave to deal even more damage through Guts. Tera Steel is used for Abra and other Psychics and opposing Flying-types.

Vullaby has a very powerful Brave Bird, which is boosted to greater heights by the Flyinium-Z. Heat Wave has been dropped from the set as Pawniard can easily be taken care of by Vullaby's teammates, leaving space for a valuable move in Protect, which can be used to scout switches into Pokemon like Onix, or even bait your opponents's Tera, which can allow you to play better around the funny mechanic.

Staryu is a great filler Pokemon, able to Rapid Spin away Stealth Rocks, Spikes or Webs for the team, which Vullaby heavily appreciates due to the lack of Berry Juice or Roost to stay healthy. Pawniard is the Psychic and Ghost check for the team, as well as the rocker. Tera Ghost is used to become immune to Fighting-type moves like Mienfoo's HJK. Finally, Foongus can spread Spore and stay alive through the game with Regenerator and Synthesis. Tera Ghost for Gothita, just don't get tricked.


Edit: Fixed Illuminate Staryu lol
E
$$Casino Birdspam$$
Try your luck!
:vullaby::wingull::voltorb hisui::pawniard::mareanie::drilbur:

https://pokepast.es/982f16118bdc0458
:sm/vullaby:
Pit Boss (Vullaby) @ Flyinium Z
Ability: Weak Armor
Level: 5
Tera Type: Dark
EVs: 236 Atk / 76 Def / 80 SpA / 116 Spe
Naughty Nature
IVs: 30 HP / 30 SpA
- Brave Bird
- Knock Off
- Heat Wave
- Hidden Power [Grass]
Flyinium Z Vullaby is great for Flying-type spam teams, as it not only soften up common Flying resists like Pawniard or Onix with Knock Off or Z Brave Bird, but just outright delete them with its coverage if predicted right. The team is built around capitalizing on it's wallbreaking potential or covering up it's weaknesses; the fact it runs an offensive spread like this means it can no longer be a check to strong special attackers like Gastly or Abra.

:sm/wingull:
Vegas Baby (Wingull) @ Life Orb
Ability: Hydration
Level: 5
Tera Type: Ground
EVs: 240 SpA / 240 Spe
Timid Nature
IVs: 19 HP / 30 Atk / 30 SpA / 30 Spe
- U-turn
- Hidden Power [Fire]
- Hydro Pump
- Hurricane

This is why the team is called Casino Birdspam. Cause theoretically this mon is super cracked; the things that want to take a Hydro Pump from it are Grass or Water-Types which are shredded by Hurricane. The Flying resists that can take a Hurricane just die from a Hydro Pump or get severely damaged. It's got U-Turn to get out of rough match ups and HP Fire is for Ferroseed which is an annoying roadblock. Tera Ground can surprise Electric types and pick up a KO. However, Wingull's STABs are all pretty inaccurate, and it's very frail so it can't afford to take a hit. In short, Wingull is a gambling addict, risking it's life on the dice roll, and when it wins it wins big. When it busts, however, it's not pretty.

:sm/voltorb hisui:
Double Down (Voltorb-Hisui) @ Eviolite
Ability: Static
Level: 5
Tera Type: Fire
EVs: 116 HP / 36 Def / 156 SpA / 196 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Giga Drain
- Thunderbolt
- Tera Blast
This is the main offensive pivot on the team, and it provides its own form of wallbreaking as well. The main threats to Wingull are mons that can outspeed it, like Abra, Staryu, other Voltorb. It also struggles to break bulky waters like Frillish or Shellos, all of which Voltorb-H can handle. It also baits in Grass types who are the only ones to take it's STABs, which are food for the two birds above. I just slapped on Tera Blast Fire since that's kind of the default, but Protect for Trapinch First Impression and to scout Teras is a great alternative as well.

:sm/pawniard:
Snake Eyes (Pawniard) @ Choice Scarf
Ability: Defiant
Level: 5
Tera Type: Dark
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
- Pursuit
- Iron Head
- Knock Off
- Sucker Punch
Since Vullaby cannot handle Abra or Gastly, we need something to trap them, and Scarf Pawn is like a good fit. It's a good revenge killer also a temporary Vullaby switch in, but don't rely on it. This is a pretty offensive team so the goal is to keep momentum and limit the opponent's use of Vull., so this is just for an emergency. But it's a standard Scarf Pawn set, but I added in Sucker Punch for some priority since there is a good chance it will take a Knock off. I ran Tera Dark for boosted Knock offs and Sucker Punches but defensive Tera could also work

:sm/mareanie:
Big Blind (Mareanie) @ Eviolite
Ability: Regenerator
Level: 5
Tera Type: Ghost
EVs: 116 HP / 12 Atk / 180 Def / 12 SpA / 180 SpD
Bold Nature
- Knock Off
- Scald
- Sludge Bomb
- Recover
Now we need a Fighting resist, and given that I also want to have a chance against opposing Ponytas, I chose Mareanie. It can spread Knock offs to really make Wingull and Vullaby hard to switch into. As another gambling enjoyer Mareanie can spam Scalds and Sludge Bombs as well to rack up residual damage. Just play carefully around Diglett and Gothita, and use Tera Ghost if Mareanie's walling capabilities are really important for the game.

:sm/drilbur:
Full House (Drilbur) @ Eviolite
Ability: Mold Breaker
Level: 5
Tera Type: Steel
EVs: 36 HP / 76 Atk / 196 Def / 76 SpD / 52 Spe
Impish Nature
- Stealth Rock
- Rapid Spin
- High Horsepower
- Rock Slide
Finally, have the glue. Basically everything else missing on the team is covered by the mole. We need Stealth Rocks to make our wallbreakers even harder to switch into, and Scarf Rocks Pawniard is a bit too spicy for me. We probably need removal since our birds have no recovery, and we need more insurance against Electric-Types, so Drilbur is a good fit. We have High Horsepower so Grassy Terrain doesn't screw us over, and Rock Slide to deter Vullaby or another other Flying Types. Drilbur's main attacking moves all have a chance to miss though, so pray that you don't use all your luck on Wingull.
wow its not a SM LC team​
F
Copy of Untitled 674

:vullaby::gastly::grookey::timburr::mudbray::spritzee:

:vullaby:
Amazing at forcing progress vs bulkier and slower mons, wants a way to make progress vs offense and/or clean teams after it has done it’s thing.
:vullaby::gastly:
Thought about scarf mag instead, but felt it would make the torb-h mu way fishier than it already is. Gastly is also great for running through offense and cleaning, although it is more vulnerable to pursuit and doesn’t have the ability yo

:vullaby::gastly::timburr::spritzee::ferroseed:
First ideas kinda looked like this, didn’t like it

:vullaby::gastly::mienfoo::mudbray: :mareanie:/:foongus: :snivy:/:voltorb-hisui:
Was thinking with eject button poisons and the like but just still couldn’t find something that clicked

:vullaby::gastly::grookey:
Eventually settled on Grookey as an offensive pivot/revenge killer. Tera grass grassy glide is quite powerful, knock and u-turn are always great.

:vullaby::gastly::grookey::timburr::mudbray::spritzee:
Eventually settled on this 6, timburr acts as a solid tank and defogger, Mudbray as a ground rocker that also pressures ferroseed with close combat, and cm spritzee, a fighter check that can also pass wishes to timburr and Mudbray as well as act as a potential win condition.
2 days to vote, go!
 
CYCLE 5: ND NFE Choice Band Raboot
:sv/raboot:
Raboot @ Choice Band
Ability: Libero
Tera Type: Fire
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Flare Blitz
- High Jump Kick
- Sucker Punch
CB Raboot is a powerful wallbreaker being able to take advantage of common defensive cores involving grass and water / fighting types thanks to its ability libero and good coverage options. u-turn is an especially useful move allowing it to pivot and gain momentum vs common switch-ins like wartortle and gurdurr. however, its offensive potential is far from perfect because of choice lock, recoil and existence of switch-ins. how will you craft a team around it?

You have a week to cook. Voting will end two days after.
 

sealoo

PaulGod
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Tiering Contributoris a Contributor to Smogon
Moderator
:sv/raboot: :sv/electabuzz: :sv/wartortle: :sv/ferroseed: :sv/gabite: :sv/gurdurr:

pretty simple offense, ebuzz is good teammate for punishing waters while creating nice pivoting core, tort is a wincon who appreciates weakening of opposing waters while being dece haz removal in a pinch for our boots-lacking pivot core, ferroseed/gabite is a good haz stack core that covers most of the meta (think pilo, ebuzz, magmar), while gurd rounds out the team with ANOTHER form of hazard control, teched on counter to ohkod rhydon if it ever clicks sd -> eq on you since rhydon is usually the biggest roadblock for teams utilizing ferroseed as their grass.

this team would be better with a different raboot set but ill rock w it
 
:sv/raboot: :sv/servine: :sv/electabuzz: :sv/piloswine: :sv/wartortle: :sv/golbat:

I was deciding between this or Sun, but I prefer SD on sun. Fairly standard squad with respectable Pokemon in the tier. Servine and Raboot make for a good 1-2 combo and Electabuzz is basically like running a scarfer given how fast it is (outspeeds scarf Rhydon). Tort is a decent physically bulky pivot and hazard control. Piloswine offers Rocks and Ice Shard priority. Golbat is a good glue that screws otherwise annoying stuff like Sub CM Missy. Not much to add here.
 
1701265762659.png
as most people know by now, im not a fan of standard builds. so here i am with some cheese again. CHINCHOU VOLTTURN. chinchou helps raboot by threatening common switch-ins like wartortle and golbat. its also a p decent pivot as a volt switcher being able to hit grounds supereffectively and is also good vs mons like magmar. wish clef supports raboot by providing it recovery as raboot takes chip from rocks, recoil, etc. gurdurr helps in the piloswine MU and is also one of the best setup mons rn. golbat is the main hazard control mon of the team and also acts as a speed control against 85 and below speed mons. and finally, TrickScarf Missy. it can act as a speed control option, handicap most defensive options, and finally, act as an endgame cleaner with np. use raboot u-turn to bring it in.
 
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