Hey Pplz.. I made a really awesome NON STANDARD team that I wanna share with you guys
I was bored and wanted to make a turnpass team cuz balance and offense are super boring atm
Floatzel @ Choice Specs
Ability: Water Veil
Evs: 252 SpA / 4 SpD / 252 Spe
Nature: Timid
- Hydro Pump
- Focus Blast
- Ice Beam
- Baton Pass
Floatzel the King of Pu is going for blood in nu with his legendary special set. I was gonna use samurott, but then I was like, nah too slow, too standard, too not enough baton pass. So lets go floatzel. Floatzel may lack the stupid broken power of samurott, but sits above 110 speed tier and has the almighty focus blast. Since so many teams lack a water resist he packs a huge punch and can rekt teams early-mid game.
Pros: Lack of water resists and specially oriented walls in the current meta.
High speed, and workable special attack
High powered base moves to offset less than perfect power.
Baton Pass to pull momentum if you are unsure of what to click.
Cons: Lacks accuracy on its most important moves, which can be mitigated slightly by scald, but weak compared to other moves.
Extremely frail, almost any move can ohko or 2hko floatzel.
Scyther @ Eviolite
Ability: Technician
Evs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- U-Turn
- Aerial Ace
- Roost
- Knock Off / Swords Dance
Ok maybe scyther is a little standard, but I mean how can u have a team without scyther, its absolutely haram. Scyther provides a much needed win con and fighting resist, as well as momentum grabber. Its bulky even with the loss of eviolite, though it does affect its walling capabilities.
Pros: Scyther resists fighting, so sawk isnt going to curb stomp your team anytime soon.
Resists many common types, such as bug, fighting, and ground, and fighting is important since the loss of granbull.
Can function as both a wall and a wincon, that has pivoting when the opportunity strikes.
Is green; the color of money, and who doesn't like money?
Cons: Scyther has very common special weaknesses, such as fire and electric which can hinders scyther's ability to stay in. However scyther is very useful late game after opponents team is heavily weakened.
Slower than nukes that carry SE moves, such as pyroar, archeops and tauros.
Perpetually walled by steels, and fodder for klinklang.
Rotom @ Leftovers / Colbur Berry
Ability: Levitate
Evs: 248 HP / 92 Def / 168 Spe
Timid Nature
- Will-O-Wisp
- Shadow Ball
- Volt Switch
- Pain Split
Rotom, what can I say? It's Kawaii, it spreads burn, and is a solid switchin to electric types. Rotom is a great mid game support and is immune to ground/fighting. Skuntank is still on this ladder, and piloswine is rising, and will-o-wisp makes them no longer a threat.
Pros: Can put threats like garbodor and shiftry out of commision with burns.
Threatens psychics and flying types with its stab moves, even if uninvested.
Resists electric and flying types, and can stay healthy with pain split.
Volt switch provides momentum, which synchs well with turnpass.
Cons: Even invested, rotom has trouble taking neutral hits from all spectrums.
Partially walled by the omnipresent lanturn.
Weak to knock off, which is a highly spammable move rn.
Kecleon @ Life Orb
Ability: Protean
Evs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Stealth Rock
- Drain Punch
- Sucker Punch
- Ice Punch / Aqua Tail
Kecleon, something you dont see often. I needed something with stealth rock, yet offensive, because I didn't want something defensive that would lose momentum, so I went with offensive kecleon. With max attack and backed by life orb, kecleon hits like a champ even with low base power moves. Kecleon has enough special bulk to check special nukes like samurott or magmortar, and can heal up with a strong drain punch.
*P.S. Iron Tail is also a 4th unlisted option to put a chunk of damage on audino, but I prefer the above options.
Pros: Extremely strong, and unpredictable coverage moves can poke holes in many teams.
Stealth rock which is a must have for any super serial team.
Sucker punch is a hard hitting priority move to put a hurtin on mons.
Decent special bulk and protean ability to boost power.
Cons: Slow as a magnesium reaction, but still more skill than allstar124. (96 to outspeed base 50's)
Poor physical bulk, strong physical attackers can KO with ease.
Burn prone, and becomes nearly useless afterwards.
Musharna @ Leftovers
Ability: Synchronize
Evs: 240 HP / 252 Def / 16 SpD
Bold Nature
- Calm Mind
- Moonlight
- Psyshock
- HP Ground
Even if its non-kosher, musharna is a great partner to switchin to several psychic types, as well as setup on many bulky pokemon who do not hit hard. Standard musharna with a twist, HP ground to hit skuntank and klinklang (since scyther for shiftry). This also provides a second win-con along with scyther.
Pros: Read smogon
Raseri approves.
Cons: Figure it out
Sandslash @ Lum Berry
Ability: Sand Veil
Evs: 248 HP / 168 Atk / 96 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Stone Edge
- Toxic
Your typically spinning sandslash. I was gonna go with kabutops, but I wanted something to completely c***block voltswitch, so I chose sandslash instead. 96 Speed evs to outrun Adamant 252 Rhydon, max HP for survivability, and the rest dumped into attack to do solid damage.
Pros: Completely stops volt switch users from gaining momentum
Rapid spin to support team; especially scyther.
Lures and KO's scythers trying to use you as setup fodder.
Checks bulky threats such as rhydon and +1 Klinklang.
Super Kawaii
Cons: Weak to water, and team has no real resist.
Can become fodder to several mons in the tier, like audino or musharna.
Special bulk is lacking.
Overall Team Weakness: None cuz I don't build shit teams.
I was bored and wanted to make a turnpass team cuz balance and offense are super boring atm
Floatzel @ Choice Specs
Ability: Water Veil
Evs: 252 SpA / 4 SpD / 252 Spe
Nature: Timid
- Hydro Pump
- Focus Blast
- Ice Beam
- Baton Pass
Floatzel the King of Pu is going for blood in nu with his legendary special set. I was gonna use samurott, but then I was like, nah too slow, too standard, too not enough baton pass. So lets go floatzel. Floatzel may lack the stupid broken power of samurott, but sits above 110 speed tier and has the almighty focus blast. Since so many teams lack a water resist he packs a huge punch and can rekt teams early-mid game.
Pros: Lack of water resists and specially oriented walls in the current meta.
High speed, and workable special attack
High powered base moves to offset less than perfect power.
Baton Pass to pull momentum if you are unsure of what to click.
Cons: Lacks accuracy on its most important moves, which can be mitigated slightly by scald, but weak compared to other moves.
Extremely frail, almost any move can ohko or 2hko floatzel.
Scyther @ Eviolite
Ability: Technician
Evs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- U-Turn
- Aerial Ace
- Roost
- Knock Off / Swords Dance
Ok maybe scyther is a little standard, but I mean how can u have a team without scyther, its absolutely haram. Scyther provides a much needed win con and fighting resist, as well as momentum grabber. Its bulky even with the loss of eviolite, though it does affect its walling capabilities.
Pros: Scyther resists fighting, so sawk isnt going to curb stomp your team anytime soon.
Resists many common types, such as bug, fighting, and ground, and fighting is important since the loss of granbull.
Can function as both a wall and a wincon, that has pivoting when the opportunity strikes.
Is green; the color of money, and who doesn't like money?
Cons: Scyther has very common special weaknesses, such as fire and electric which can hinders scyther's ability to stay in. However scyther is very useful late game after opponents team is heavily weakened.
Slower than nukes that carry SE moves, such as pyroar, archeops and tauros.
Perpetually walled by steels, and fodder for klinklang.
Rotom @ Leftovers / Colbur Berry
Ability: Levitate
Evs: 248 HP / 92 Def / 168 Spe
Timid Nature
- Will-O-Wisp
- Shadow Ball
- Volt Switch
- Pain Split
Rotom, what can I say? It's Kawaii, it spreads burn, and is a solid switchin to electric types. Rotom is a great mid game support and is immune to ground/fighting. Skuntank is still on this ladder, and piloswine is rising, and will-o-wisp makes them no longer a threat.
Pros: Can put threats like garbodor and shiftry out of commision with burns.
Threatens psychics and flying types with its stab moves, even if uninvested.
Resists electric and flying types, and can stay healthy with pain split.
Volt switch provides momentum, which synchs well with turnpass.
Cons: Even invested, rotom has trouble taking neutral hits from all spectrums.
Partially walled by the omnipresent lanturn.
Weak to knock off, which is a highly spammable move rn.
Kecleon @ Life Orb
Ability: Protean
Evs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Stealth Rock
- Drain Punch
- Sucker Punch
- Ice Punch / Aqua Tail
Kecleon, something you dont see often. I needed something with stealth rock, yet offensive, because I didn't want something defensive that would lose momentum, so I went with offensive kecleon. With max attack and backed by life orb, kecleon hits like a champ even with low base power moves. Kecleon has enough special bulk to check special nukes like samurott or magmortar, and can heal up with a strong drain punch.
*P.S. Iron Tail is also a 4th unlisted option to put a chunk of damage on audino, but I prefer the above options.
Pros: Extremely strong, and unpredictable coverage moves can poke holes in many teams.
Stealth rock which is a must have for any super serial team.
Sucker punch is a hard hitting priority move to put a hurtin on mons.
Decent special bulk and protean ability to boost power.
Cons: Slow as a magnesium reaction, but still more skill than allstar124. (96 to outspeed base 50's)
Poor physical bulk, strong physical attackers can KO with ease.
Burn prone, and becomes nearly useless afterwards.
Musharna @ Leftovers
Ability: Synchronize
Evs: 240 HP / 252 Def / 16 SpD
Bold Nature
- Calm Mind
- Moonlight
- Psyshock
- HP Ground
Even if its non-kosher, musharna is a great partner to switchin to several psychic types, as well as setup on many bulky pokemon who do not hit hard. Standard musharna with a twist, HP ground to hit skuntank and klinklang (since scyther for shiftry). This also provides a second win-con along with scyther.
Pros: Read smogon
Raseri approves.
Cons: Figure it out
Sandslash @ Lum Berry
Ability: Sand Veil
Evs: 248 HP / 168 Atk / 96 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Stone Edge
- Toxic
Your typically spinning sandslash. I was gonna go with kabutops, but I wanted something to completely c***block voltswitch, so I chose sandslash instead. 96 Speed evs to outrun Adamant 252 Rhydon, max HP for survivability, and the rest dumped into attack to do solid damage.
Pros: Completely stops volt switch users from gaining momentum
Rapid spin to support team; especially scyther.
Lures and KO's scythers trying to use you as setup fodder.
Checks bulky threats such as rhydon and +1 Klinklang.
Super Kawaii
Cons: Weak to water, and team has no real resist.
Can become fodder to several mons in the tier, like audino or musharna.
Special bulk is lacking.
Overall Team Weakness: None cuz I don't build shit teams.
Floatzel @ Choice Specs
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Focus Blast
- Ice Beam
- Baton Pass
Scyther @ Eviolite
Ability: Technician
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- U-turn
- Aerial Ace
- Roost
- Swords Dance
Rotom @ Leftovers
Ability: Levitate
EVs: 248 HP / 92 Def / 168 Spe
Timid Nature
- Will-O-Wisp
- Shadow Ball
- Volt Switch
- Pain Split
Kecleon @ Life Orb
Ability: Protean
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Stealth Rock
- Drain Punch
- Sucker Punch
- Ice Punch
Musharna @ Leftovers
Ability: Synchronize
EVs: 240 HP / 252 Def / 16 SpD
Bold Nature
- Calm Mind
- Moonlight
- Psyshock
- Hidden Power [Ground]
Sandslash @ Lum Berry
Ability: Sand Veil
EVs: 248 HP / 164 Atk / 96 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Stone Edge
- Toxic
Ability: Water Veil
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Focus Blast
- Ice Beam
- Baton Pass
Scyther @ Eviolite
Ability: Technician
Shiny: Yes
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- U-turn
- Aerial Ace
- Roost
- Swords Dance
Rotom @ Leftovers
Ability: Levitate
EVs: 248 HP / 92 Def / 168 Spe
Timid Nature
- Will-O-Wisp
- Shadow Ball
- Volt Switch
- Pain Split
Kecleon @ Life Orb
Ability: Protean
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Stealth Rock
- Drain Punch
- Sucker Punch
- Ice Punch
Musharna @ Leftovers
Ability: Synchronize
EVs: 240 HP / 252 Def / 16 SpD
Bold Nature
- Calm Mind
- Moonlight
- Psyshock
- Hidden Power [Ground]
Sandslash @ Lum Berry
Ability: Sand Veil
EVs: 248 HP / 164 Atk / 96 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Stone Edge
- Toxic
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