All Gens RoA Sample Teams Thread

Approved by Jellicent

(Art to come I guess, if anyone has something good shoot me a PM)

So yeah:

RoA Sample Team Thread:

Anyways, this thread is meant for people to archive successful, easy to use teams from Gens 1-5, for the purpose of helping newer players get into the metagame and for them to understand how it works, laying a foundation that they can build on to increase their skills.

Rules:
If you'd like to submit a team, you must provide an importable of the team along with a brief explanation of how the team works, along with a short threatlist for reference. High-level replays and proof of tour/ladder success are also appreciated, replays especially to see how said team is supposed to play. Any teams that I or the RoA Mods approve will be archived.

Anyways, happy posting, hope we can put down a few good teams! :)
 
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Reserved for RBY/GSC/ADV Teams:
[RBY OU] Jynx Lead Team: By Piexplode

Jynx (F) @ (No Item)
- Psychic
- Lovely Kiss
- Rest
- Blizzard

Rhydon (M) @ (No Item)
- Earthquake
- Rock Slide
- Body Slam
- Substitute

Tauros (M) @ (No Item)
- Body Slam
- Blizzard
- Earthquake
- Hyper Beam

Snorlax (M) @ (No Item)
- Body Slam
- Earthquake
- Hyper Beam
- Self-Destruct

Exeggutor (M) @ (No Item)
- Psychic
- Sleep Powder
- Explosion
- Stun Spore

Chansey (F) @ (No Item)
- Ice Beam
- Soft-Boiled
- Thunder Wave
- Thunderbolt

Jynx- Gets sleep early on in game, good sleep absorber, threatens lead gengar with psychic
Rhydon - Good late game sweeper, can absorb explosions, walls zapdos
Tauros - Late game cleaner (often faces off in dittos)
Snorlax - Defensive/Offensive physical titan, threatening to almost every pokemon
Chansey - Absorbs special attacks, spreads paralysis, can emergency paralyse tauros, threatens most pokemon with boltbeam
Exeggutor - back up sleep if jynx fails, resists ground type attacks, can paralyse, can absorb a couple of psychic's, strong psychic stab, explodes


[GSC OU] Offense: By Jorgen

Improtable:

Nidoking (M) @ Leftovers
- Earthquake
- Lovely Kiss
- Ice Beam
- Thunder

Snorlax (M) @ Leftovers
- Double-Edge
- Curse
- Rest
- Sleep Talk

Zapdos @ Leftovers
- Thunder
- Hidden Power [Ice]
- Rest
- Sleep Talk

Tyranitar (M) @ Leftovers
- Rock Slide
- Crunch
- Pursuit
- Roar

Exeggutor (M) @ Leftovers
- Psychic
- Giga Drain
- Explosion
- Hidden Power [Fire]

Cloyster (M) @ Leftovers
- Surf
- Toxic
- Spikes
- Explosion

The team works like this:
  • Nidoking: the "standard" mixed attacker. Great mixture of coverage, speed, just enough power for what he needs to hit, and of course a sleep move for the things he can't.
  • Snorlax: the "standard" mon. Period. Sleep Talk set allows Lax to always be available to switch in and de-complicate ugly situations (e.g., against an agi-pass Jolt with a slept Egg and a low-health Ttar). Otherwise you can end up with a sleepy Lax and be caught in some messy pickles.
  • Zapdos: the "standard" electric for offensive teams. ST Zapdos is team superglue, being a great look to Vaporeon, Machamp, and Marowak, and of course keeping Heracross under control. Not to mention it's a massively powerful offensive threat once Exploders do their jobs, plus it can paralyze Raikous to make lives easier (e.g., Cloy doesn't have to predict the switch-in to be able to Explode).
  • Tyranitar: One of the big 3 standard Phazers/Snorlax counters, the other two being Steelix and Skarmory. Ttar is probably the most flexible in terms of being able to counter any Lax set at least once (being vulnerable to EQ 3HKO is more forgiving than being vulnerable to FB 2HKO), although it's less likely to survive in the long haul against Lax due to its Toxic vulnerability, Spikes vulnerability, and lack of Rest/Curse. Apart from that, Ttar also Pursuits Ghosts, especially relevant for monoLax (also handy for Cloyster to help it get a relevant Explosion).
  • Exeggutor: kind of the "standard" second look to everything for any given offensive team. 3 attacks to avoid having a dead moveslot after Nidoking uses LK. Definitely a cool way to catch one of Zapdos/Raikou/Lax/Umbreon, all of which open up other options for the team.
  • Cloyster: the "standard" Spiker, hard to recommend a standard GSC team without it. Sets Spikes, maybe keeps them against Starmie in the long-term with Toxic, use Explosion to pose an active threat against Lax and possibly catch a paralyzed Raikou for Zapdos or something.

There's flexibility here:
  • Ttar could run Fire Blast over Crunch to keep Steels at bay (and maybe even Pursuit a Skarm until it Rests so Egg can fire off safe Hidden Powers against it).
  • Although I've been down on it in the past, Nidoking would do well with Fire Blast himself to help fend off possible Curse Heracross (not to mention actually get past the odd Heracross instead of just becoming dead weight whenever it's around). Using it over Thunder might not be wise because of Suicune, but Zapdos is a possible Explosion target for Egg/Cloy and therefore Nido could maybe afford to go without Ice Beam!
  • Lax could also run coverage (e.g., Fire Blast to beat Steels, particularly Spikes-immune Skarmory) if you'd prefer to blast past defenses with Lax instead of using him as a fallback.
  • Egg could run a second sleep move for the team without too much penalty, or use something like Stun Spore, Leech Seed, or Thief over a coverage move (Giga Drain is nice for not dying to Ttar, although HP Fire is probably more necessary to avoid being totally cockblocked by Skarm).
  • Cloy could run HP Electric over Toxic if keeping Spikes on Starmie isn't a huge deal (you're 0/0 in the Spikes war against a Starmie team anyway) and you want a more immediate response to opposing Cloy (especially important on a team like this where your own Cloy is really your only smart switch-in outside of sending Zapdos in) AND a way to break DruidCruel's substitutes (granted only 50% of the time, but it's something).


[ADV OU] ForreGarTar Stall: By Cowboy Dan

Tyranitar (M) @ Leftovers
Ability: Sand Stream
EVs: 184 HP / 220 SpA / 100 SpD / 4 Spe
Modest Nature
- Crunch
- Pursuit
- Flamethrower
- Roar

Gengar (M) @ Leftovers
Ability: Levitate
EVs: 252 HP / 88 Def / 32 SpA / 56 SpD / 80 Spe
Timid Nature
- Thunderbolt
- Ice Punch
- Will-O-Wisp
- Taunt

Forretress (F) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
IVs: 30 SpD / 14 Spe
- Hidden Power [Bug]
- Explosion
- Spikes
- Rapid Spin

Dugtrio (F) @ Choice Band
Ability: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Hidden Power [Bug]
- Aerial Ace

Swampert (M) @ Leftovers
Ability: Torrent
EVs: 252 HP / 196 Def / 56 SpA / 4 Spe
Relaxed Nature
- Earthquake
- Ice Beam
- Toxic
- Protect

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 248 SpA / 4 Spe
Modest Nature
- Calm Mind
- Thunderbolt
- Ice Beam
- Soft-Boiled

This is a fairly standard TTar Gengar Forre stall team with dugtrio support. This team plays by forcing residual damage through spikes, sand, burn and toxic, in order to wear down opponents, while picking off problem pokemon such as magneton, heracross, celebi, suicune blissey and lax with dugtrio. This makes it easy for either gengar or blissey to clean up in the late game. TTar provides pursuit support for forre, while bulky gar provides spin blocking. Taunt willowisp gar allows me to wear down special walls easily, and then pick them off with dugtrio. Interesting things to note on this team are the adamant dugtrio, and the roar ttar. Adamant dugtrio allows me to kill sleeping roarcune, and makes killing blissey much easier, while leaving me slightly more vulnerable to raikou. Roar tyranitar allows me to fend off shadow ball curselax until i can get dugtrio in on the rest, it also helps vs baton pass.

It's peaked number 1 on the ADV OU ladder a number of times on showdown. Don't have many replays, here is one vs Moxie Infinite: http://replay.pokemonshowdown.com/gen3oubeta-187155278


[ADV OU] CurseLax Balance: By Triangles
Dennis (Salamence) (M) @ Leftovers
Trait: Intimidate
EVs: 252 HP / 20 Atk / 216 Def / 20 Spd
IVs: 30 SAtk / 30 SDef / 30 Spd
Impish Nature (+Def, -SAtk)
- Hidden Power [Flying]
- Toxic
- Wish
- Protect

Nice Bird (Skarmory) (M) @ Leftovers
Trait: Keen Eye
EVs: 248 HP / 16 Def / 224 SDef / 20 Spd
Impish Nature (+Def, -SAtk)
- Counter (You can also run Protect if you're so inclined. Don't run Taunt tho, this team doesn't need it.)
- Spikes
- Toxic
- Whirlwind

Disco Devils (Magneton) @ Leftovers
Trait: Magnet Pull
EVs: 240 HP / 244 SAtk / 24 Spd
IVs: 30 Atk / 30 SAtk / 30 Spd
Modest Nature (+SAtk, -Atk)
- Hidden Power [Fire]
- Rest
- Sleep Talk
- Thunderbolt

Greens (Celebi) @ Leftovers
Trait: Natural Cure
EVs: 240 HP / 180 Def / 60 SAtk / 16 Spd
IVs: 30 Atk / 30 SAtk
Bold Nature (+Def, -Atk)
- Hidden Power [Grass]
- Leech Seed
- Perish Song
- Recover

Life Aquatic (Swampert) (M) @ Leftovers
Trait: Torrent
EVs: 240 HP / 216 Def / 44 SAtk / 8 Spd
Relaxed Nature (+Def, -Spd)
- Earthquake
- Ice Beam
- Roar
- Protect

Big Unit (Snorlax) (M) @ Leftovers
Trait: Thick Fat
EVs: 104 HP / 160 Atk / 148 Def / 96 SDef
Careful Nature (+SDef, -SAtk)
- Body Slam
- Shadow Ball
- Rest
- Curse

This is an incredibly safe and easy ADV team. It has no real terrible matchups and a lot of favourable ones. In terms of its usage, there's not much else to say, no real nuances other than not letting Mag die until it's killed a Skarm/Forry, or you've concluded they don't have them. Watch out for 3 Attack Starmie, it will wear Lax down quickly. I'd recommend this team for anyone, especially a new player getting to grips with ADV.

Here it is in action.


[ADV NU] CB Pidgeot Balance: By Master-SunnyEX
Luck>Skill (Hitmonchan) (M) @ Leftovers
Ability: Keen Eye
EVs: 252 Atk / 200 Def / 56 SpD
Adamant Nature
- Sky Uppercut
- Toxic
- Hidden Power [Ghost]
- Rapid Spin

Sableye @ Leftovers
Ability: Keen Eye
EVs: 252 HP / 252 Def
Bold Nature
- Calm Mind
- Hidden Power [Dark]
- Recover
- Rest

Dewgong @ Leftovers
Ability: Thick Fat
EVs: 252 HP / 156 Def / 100 SpD
Bold Nature
- Ice Beam
- Perish Song
- Surf
- Rest

Steeli (Flareon) (F) @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 52 Def / 56 SpA / 136 SpD / 12 Spe
Calm Nature
- Wish
- Protect
- Toxic
- Flamethrower

Lady Umb (Roselia) (F) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Hidden Power [Grass]
- Spikes
- Synthesis
- Aromatherapy

Pidgeot @ Choice Band
Ability: Keen Eye
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Hidden Power [Grass]
- Double-Edge
- Steel Wing
- Aerial Ace
 
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Reserved for DPP/BW Teams:

[DPP Ubers] Starless Night, by steelphoenix
Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 252 HP / 252 Spe
Timid Nature
- Stealth Rock
- Spikes
- Shadow Ball
- Taunt

Kyogre @ Leftovers
Ability: Drizzle
EVs: 248 HP / 244 Def / 16 Spe
Bold Nature
- Surf
- Roar
- Rest
- Sleep Talk

Giratina-Origin @ Griseous Orb
Ability: Levitate
Shiny: Yes
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Earthquake
- Thunder
- Shadow Sneak

Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Dark Void
- Nasty Plot
- Dark Pulse
- Focus Blast

Latios (M) @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
- Draco Meteor
- Dragon Dance
- Outrage
- Surf

Dialga @ Choice Scarf
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Dragon Pulse
- Fire Blast
- Thunder

Deoxys-S is the lead, and its function is simply to get up two hazards whenever possible. Shadow Ball is used to get a bit of chip damage on Giratina-O leads as well as hitting other Deoxys-S/-A/-N leads. Because a lot of leads in DPP Ubers are intended to beat Deoxys-S, a common play that often works is setting Stealth Rock on their anti-lead, switching into something that sponges a hit from their anti-lead, and doubling back into Deoxys-S to get Spikes up. Kyogre is a switch-in to Darkrai, form of Spikes abuse courtesy of Roar, and can be used to check things such as Rock Polish Groudon that might otherwise annoy this team. Running PhysDef on Kyogre to check Rock Polish Groudon lets me make Giratina-O max Speed so that it's almost always faster than opposing Rayquaza and Lucario. Giratina-O itself is one of the best, if not the best Pokemon in DPP Ubers and serves as my spinblocker, as well as being a wallbreaker. Darkrai is the go-to Pokemon for beating balance and stall teams, as very few checks to this particular set exist in DPP and the ones that are used can get smacked by Spikes, sleep, or Focus Blast. This Latios variant is strange but very effective, particularly versus offense, as very few things check Latios once it gets a Dragon Dance up under Rain. Heatran, Jirachi, and Scizor all take copious amounts of damage from Surf, it outspeeds Pokemon that would normally revenge kill it such as Scarf Dialga and Scarf Palkia, and even Blissey gets 2HKO'd by +1 Outrage. Dialga rounds out the team by revenge killing any miscellaneous threats that might get out of hand and occasionally cleaning with Dragon Pulse. Dialga used to be Modest, but I wanted extra insurance versus Dragon Dance Rayquaza so I opted for Timid.

Here's a log of the team in action vs august. Roar Kyogre is a particularly recent update but the team is the same aside from that o_o


[BW OU] Sand Balance: By Lyconik


Tyranitar (M) @ Choice Band
Ability: Sand Stream
EVs: 136 HP / 252 Atk / 120 Spe
Adamant Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower

Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Surf
- Recover

Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Icy Wind
- Hidden Power [Electric]

Amoonguss (F) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 32 SpA / 224 SpD
Calm Nature
- Spore
- Giga Drain
- Hidden Power [Fire]
- Stun Spore

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 144 Def / 116 Spe
Naive Nature
IVs: 30 Spe
- Earthquake
- Hidden Power [Ice]
- U-turn
- Stealth Rock

Heatran (F) @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Hidden Power [Ice]
- Toxic


This is standard sand balance, the most consistent playstyle in my opinion for this tier.
Tyranitar + Keldeo is an effective core since Tyranitar can trapp and kill most of Keldeo's counter like Jellicent, Starmie, Celebi, Lati@s, Slowbro and Slowking. Without these mons on the field, Keldeo have an easier time to grab some kills.
Then I added Amoonguss + Heatran, who can check rain and sun respectively, and form an FWG core with Keldeo. Landorus-T is here in order to check the majority of physical threats, also giving a nice fighting resist and SR.
Finally, Latias is an extra check against thing like breloom/keldeo/venusaur, and does a good job against sun and rain team in general.

The key to success with this team is to lay sr quickly, then pivot a lot, weakening the team with Tyranitar, Heatran and Latias, and pull a sweep with Keldeo.

I will explain things that doesn't seem standard : Tyranitar's spread let him outspeed the majority of Jellicent and Skarmory. HP Electric on Keldeo is only here for Gyarados, who can sweep the team otherwise. 116 Speed + Naive nature on Landorus-T is for SD Toxicroak. Toxic on Heatran lure bulky water that want to switch on him freely.

This team is easy to use and doesn't have very bad matchup, thought rain offense is a bit harsh to deal since tornadus/starmie can does heavy damage if the opponent predict well.

Ladder is dead, so that doesn't prove anything, but I peaked #1 with using from time to time this team.
http://replay.pokemonshowdown.com/frenchtime-gen5ou-172 vs Sand Balanced


[BW OU] Rain Balance: By FNH
Politoed @ Choice Scarf
Ability: Drizzle
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Encore
- Surf
- Ice Beam
- Focus Blast

Gyarados @ Leftovers
Ability: Intimidate
EVs: 88 HP / 216 Atk / 204 Spe
Adamant Nature
- Substitute
- Dragon Dance
- Earthquake
- Waterfall

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 188 Def / 68 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Power Whip
- Gyro Ball

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 188 Def / 72 Spe
Impish Nature
- Taunt
- Earthquake
- Substitute
- Ice Fang

Tentacruel @ Black Sludge
Ability: Rain Dish
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Toxic Spikes
- Rapid Spin
- Protect
- Scald

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Wish
- Body Slam
- Protect
- Iron Head
 
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[BW OU]

Tyranitar (M) @ Choice Band
Ability: Sand Stream
EVs: 136 HP / 252 Atk / 120 Spe
Adamant Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower

Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Surf
- Recover

Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Icy Wind
- Hidden Power [Electric]

Amoonguss (F) @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 32 SpA / 224 SpD
Calm Nature
- Spore
- Giga Drain
- Hidden Power [Fire]
- Stun Spore

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 144 Def / 116 Spe
Naive Nature
IVs: 30 Spe
- Earthquake
- Hidden Power [Ice]
- U-turn
- Stealth Rock

Heatran (F) @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Earth Power
- Hidden Power [Ice]
- Toxic


This is standard sand balance, the most consistent playstyle in my opinion for this tier.
Tyranitar + Keldeo is an effective core since Tyranitar can trapp and kill most of Keldeo's counter like Jellicent, Starmie, Celebi, Lati@s, Slowbro and Slowking. Without these mons on the field, Keldeo have an easier time to grab some kills.
Then I added Amoonguss + Heatran, who can check rain and sun respectively, and form an FWG core with Keldeo. Landorus-T is here in order to check the majority of physical threats, also giving a nice fighting resist and SR.
Finally, Latias is an extra check against thing like breloom/keldeo/venusaur, and does a good job against sun and rain team in general.

The key to success with this team is to lay sr quickly, then pivot a lot, weakening the team with Tyranitar, Heatran and Latias, and pull a sweep with Keldeo.

I will explain things that doesn't seem standard : Tyranitar's spread let him outspeed the majority of Jellicent and Skarmory. HP Electric on Keldeo is only here for Gyarados, who can sweep the team otherwise. 116 Speed + Naive nature on Landorus-T is for SD Toxicroak. Toxic on Heatran lure bulky water that want to switch on him freely.

This team is easy to use and doesn't have very bad matchup, thought rain offense is a bit harsh to deal since tornadus/starmie can does heavy damage if the opponent predict well.

Ladder is dead, so that doesn't prove anything, but I peaked #1 with using from time to time this team.
http://replay.pokemonshowdown.com/frenchtime-gen5ou-172 vs Sand Balanced
 
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Disaster Area

formerly Piexplode
[RBY OU]

Jynx (F) @ (No Item)
- Psychic
- Lovely Kiss
- Rest
- Blizzard

Rhydon (M) @ (No Item)
- Earthquake
- Rock Slide
- Body Slam
- Substitute

Tauros (M) @ (No Item)
- Body Slam
- Blizzard
- Earthquake
- Hyper Beam

Snorlax (M) @ (No Item)
- Body Slam
- Earthquake
- Hyper Beam
- Self-Destruct

Exeggutor (M) @ (No Item)
- Psychic
- Sleep Powder
- Explosion
- Stun Spore

Chansey (F) @ (No Item)
- Ice Beam
- Soft-Boiled
- Thunder Wave
- Thunderbolt


Very standard RBY OU team. No comments really needed. Where do you get the mini sprites from? c:
 

Lavos

Banned deucer.
jinx isnt standard, rhydon isnt standard

most common is zam/star/tauros/chansey/golem/egg
 

Disaster Area

formerly Piexplode
I'd add in jynx and gengar (maybe) onto the starmie/zam slashing personally but yea that pretty much covers RBY's standard build
 

Disaster Area

formerly Piexplode
Jynx- Gets sleep early on in game, good sleep absorber, threatens lead gengar with psychic
Rhydon - Good late game sweeper, can absorb explosions, walls zapdos
Tauros - Late game cleaner (often faces off in dittos)
Snorlax - Defensive/Offensive physical titan, threatening to almost every pokemon
Chansey - Absorbs special attacks, spreads paralysis, can emergency paralyse tauros, threatens most pokemon with boltbeam
Exeggutor - back up sleep if jynx fails, resists ground type attacks, can paralyse, can absorb a couple of psychic's, strong psychic stab, explodes
 

Jorgen

World's Strongest Fairy
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Past SPL Champion
Let's make it a GSC thread instead. Sample offensive team because stall is ded:

At a glance:
Nidoking - EQ/Thunder/Ice Beam/Lovely Kiss
Tyranitar - Rock Slide/Crunch/Pursuit/Roar
Snorlax - Double-Edge/Curse/Rest/Sleep Talk
Zapdos - Thunder/HP Ice/Rest/Sleep Talk
Exeggutor - Psychic/Giga Drain/Explosion/HP Fire
Cloyster - Surf/Spikes/Toxic/Explosion

Improtable:
Nidoking (M) @ Leftovers
- Earthquake
- Lovely Kiss
- Ice Beam
- Thunder

Snorlax (M) @ Leftovers
- Double-Edge
- Curse
- Rest
- Sleep Talk

Zapdos @ Leftovers
- Thunder
- Hidden Power [Ice]
- Rest
- Sleep Talk

Tyranitar (M) @ Leftovers
- Rock Slide
- Crunch
- Pursuit
- Roar

Exeggutor (M) @ Leftovers
- Psychic
- Giga Drain
- Explosion
- Hidden Power [Fire]

Cloyster (M) @ Leftovers
- Surf
- Toxic
- Spikes
- Explosion


The team works like this:
  • Nidoking: the "standard" mixed attacker. Great mixture of coverage, speed, just enough power for what he needs to hit, and of course a sleep move for the things he can't.
  • Snorlax: the "standard" mon. Period. Sleep Talk set allows Lax to always be available to switch in and de-complicate ugly situations (e.g., against an agi-pass Jolt with a slept Egg and a low-health Ttar). Otherwise you can end up with a sleepy Lax and be caught in some messy pickles.
  • Zapdos: the "standard" electric for offensive teams. ST Zapdos is team superglue, being a great look to Vaporeon, Machamp, and Marowak, and of course keeping Heracross under control. Not to mention it's a massively powerful offensive threat once Exploders do their jobs, plus it can paralyze Raikous to make lives easier (e.g., Cloy doesn't have to predict the switch-in to be able to Explode).
  • Tyranitar: One of the big 3 standard Phazers/Snorlax counters, the other two being Steelix and Skarmory. Ttar is probably the most flexible in terms of being able to counter any Lax set at least once (being vulnerable to EQ 3HKO is more forgiving than being vulnerable to FB 2HKO), although it's less likely to survive in the long haul against Lax due to its Toxic vulnerability, Spikes vulnerability, and lack of Rest/Curse. Apart from that, Ttar also Pursuits Ghosts, especially relevant for monoLax (also handy for Cloyster to help it get a relevant Explosion).
  • Exeggutor: kind of the "standard" second look to everything for any given offensive team. 3 attacks to avoid having a dead moveslot after Nidoking uses LK. Definitely a cool way to catch one of Zapdos/Raikou/Lax/Umbreon, all of which open up other options for the team.
  • Cloyster: the "standard" Spiker, hard to recommend a standard GSC team without it. Sets Spikes, maybe keeps them against Starmie in the long-term with Toxic, use Explosion to pose an active threat against Lax and possibly catch a paralyzed Raikou for Zapdos or something.

There's flexibility here:
  • Ttar could run Fire Blast over Crunch to keep Steels at bay (and maybe even Pursuit a Skarm until it Rests so Egg can fire off safe Hidden Powers against it).
  • Although I've been down on it in the past, Nidoking would do well with Fire Blast himself to help fend off possible Curse Heracross (not to mention actually get past the odd Heracross instead of just becoming dead weight whenever it's around). Using it over Thunder might not be wise because of Suicune, but Zapdos is a possible Explosion target for Egg/Cloy and therefore Nido could maybe afford to go without Ice Beam!
  • Lax could also run coverage (e.g., Fire Blast to beat Steels, particularly Spikes-immune Skarmory) if you'd prefer to blast past defenses with Lax instead of using him as a fallback.
  • Egg could run a second sleep move for the team without too much penalty, or use something like Stun Spore, Leech Seed, or Thief over a coverage move (Giga Drain is nice for not dying to Ttar, although HP Fire is probably more necessary to avoid being totally cockblocked by Skarm).
  • Cloy could run HP Electric over Toxic if keeping Spikes on Starmie isn't a huge deal (you're 0/0 in the Spikes war against a Starmie team anyway) and you want a more immediate response to opposing Cloy (especially important on a team like this where your own Cloy is really your only smart switch-in outside of sending Zapdos in) AND a way to break DruidCruel's substitutes (granted only 50% of the time, but it's something).

Keep in mind the (not-insurmountable) difficulties posed by uncommon stuff like:
  • Tentacruel
  • Charizard
  • Heracross
  • Scizor
  • BP Vap

Otherwise, have fun toying with all the hallmarks of standard offense in GSC: Explosions, mixed attackers, Pursuit, active defense, and Spikes. Note that all of these tools in particular are conducive to a flexible, opportunistic style of play, unlike the commitment to a more specific style of play required to make the following strategies work:
  • Stall
  • Slow-but-heavy wallbreakers such as Machamp/Marowak/Drumlax
  • hyper-Explosion offense coupled with a cleaner like GrowthVap
  • Baton Pass teams
 
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Isa

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Why make this thread if you only want ADV/DPP discussion either way
 

Bedschibaer

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I think he meant not to discuss the metagames themselves too much, since this is supposed to be a resource, a collection of teams. When talking about a specific team the line to talking about the metagame is rather thin though, so take it easy if people get a little bit too carried away.
 
Yeah, what I'm saying is that if you wanna post, post some good teams, some commentary from others is appreciated but I really would prefer that this doesn't become a meta discussion thread (we already have a few threads for those I think).
 
Okay, this thread is dead. Restarting now........
The particular builds I'm looking for are:
BW: Reuniclus Sand Balance. Lyconik's is pretty good but not as standard cause the more successful ones imo seem to be running CM Reuniclus (for example BKC's and Leftiez's). Some other good builds like DragMag and Sun Offense are also a must.
DPP: Anything's good cuz there's a ton of variety here: even so I'd like to see some standard offense plus that LeadDos+Rachi+BoldStar+Hippo=ScarfTran+Venu balance everyone's used in ST
ADV: Same as above, however TSS, CMSpam and Balanced Teams are the ones I really want.
GSC some of the archetypes Jorgen mentioned, I dont know too much about this myself.
RBY one or two good teams will be fine.
Overall though, I'll accept anything that's solid, standard (to a degree), and easy to use. The current (3) teams I'm in the middle of formatting a bit, will add to the archive once I'm done.
Thanks in advance, lets not make this a discussion thread.
 
[ADV OU]
Tyranitar (M) @ Leftovers
Ability: Sand Stream
EVs: 184 HP / 220 SpA / 100 SpD / 4 Spe
Modest Nature
- Crunch
- Pursuit
- Flamethrower
- Roar

Gengar (M) @ Leftovers
Ability: Levitate
EVs: 252 HP / 88 Def / 32 SpA / 56 SpD / 80 Spe
Timid Nature
- Thunderbolt
- Ice Punch
- Will-O-Wisp
- Taunt

Forretress (F) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
IVs: 30 SpD / 14 Spe
- Hidden Power [Bug]
- Explosion
- Spikes
- Rapid Spin

Dugtrio (F) @ Choice Band
Ability: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Hidden Power [Bug]
- Aerial Ace

Swampert (M) @ Leftovers
Ability: Torrent
EVs: 252 HP / 196 Def / 56 SpA / 4 Spe
Relaxed Nature
- Earthquake
- Ice Beam
- Toxic
- Protect

Blissey (F) @ Leftovers
Ability: Natural Cure
EVs: 4 HP / 252 Def / 248 SpA / 4 Spe
Modest Nature
- Calm Mind
- Thunderbolt
- Ice Beam
- Soft-Boiled


This is a fairly standard TTar Gengar Forre stall team with dugtrio support. This team plays by forcing residual damage through spikes, sand, burn and toxic, in order to wear down opponents, while picking off problem pokemon such as magneton, heracross, celebi, suicune blissey and lax with dugtrio. This makes it easy for either gengar or blissey to clean up in the late game. TTar provides pursuit support for forre, while bulky gar provides spin blocking. Taunt willowisp gar allows me to wear down special walls easily, and then pick them off with dugtrio. Interesting things to note on this team are the adamant dugtrio, and the roar ttar. Adamant dugtrio allows me to kill sleeping roarcune, and makes killing blissey much easier, while leaving me slightly more vulnerable to raikou. Roar tyranitar allows me to fend off shadow ball curselax until i can get dugtrio in on the rest, it also helps vs baton pass.

It's peaked number 1 on the ADV OU ladder a number of times on showdown. Don't have many replays, here is one vs Moxie Infinite: http://replay.pokemonshowdown.com/gen3oubeta-187155278
 
Yeah, what I'm saying is that if you wanna post, post some good teams, some commentary from others is appreciated but I really would prefer that this doesn't become a meta discussion thread (we already have a few threads for those I think).
don't think it's really a discussion as much as it is a disagreement. i think it's reasonable, if you want a list of standard/hallmark/baseline teams, you're going to need some level of agreement. disagreements with comments (i.e. i don't believe goldon is a first to go, as much as zam/starmie is) is a discussion, but disagreeing with a posted team is... a perfectly acceptable means of quality control. plus, isn't everything referenceable in the first 3 posts anyway? should be your job to sort through these. it's hard to make quality teams without SOME SORT OF DISCUSSION.

and i wholeheartedly agree that jynx should be nowhere near this thread.

Jorgen: i "disagree" with your ttar comments. out of the "big three" phazers, i consider ttar the worst and least reliable counter to snorlax. +0 eq is a 3hko, alright, but +1 isn't. it doesn't make any sense to assume snorlax would need to eq you on the switch. if you're phazing a curselax, it'll +1 eq you. that's a clean 2hko. moreover, against drumlax, eq is a clean OHKO, whereas both skarm and steelix can take a hit from any of snorlax's moves. steelix can also threaten it back with explosion, however that's generally advised against

furthermore, steelix is easily more offensively reliable than ttar is. i think there's been enough games between us to realize that using ttar as some sort of defensive anchor almost always fails. i think steelix is more "standard" in that slot, that or personal preference. others can chime.

everything else is a-okay from me. i've always liked that archetype, and i do like nidoking, it is a close second and on some levels, a lateral move to vap. either or, nidoking does do a bit more offensively, whereas vap does more defensively.

EDIT: a bit more to add since i'm sorta partial to this team.

while it doesn't have any glaring issues with any particular matchup, it also doesn't excel at any one matchup either. even the games you should win you might end up losing due to rng. this is a design choice rather than an oversight. due to the nature of the team, it runs a lot of higher risk moves in order to make luck for itself (especially the original version with hydro pump vap), there's a lot of rng in there: secondary effects, 70%/75% moves, explosion (which is somewhat rng given the nature of high level prediction), and a plethora of sleep talks. this is necessary to generate advantage where there is none, but at the same time you might lose advantage you have worked hard to gain in a matter of turns.

the principle of design is really to make a "consistent" explosion-esque team -- it combines three of the most versatile exploders (all of them are dual purpose) with three of the most versatile sleep talkers (again, dual purpose) to create the best of both worlds. however, with that, you get all the "worsts" of both worlds and should the stars align, that could be disastrous in some games. perhaps jorgen's two changes are different enough to offset this shortcoming, but i highly doubt that.

i'm starting to ramble a bit, so i'll close with something more concrete:

steelix -> ttar

the trio of gengar, vap, and nido as alternatives for slot 1. i think vap is the most consistent, as it is the most defensive. gengar is the riskiest, since it does very little defensively. however it does give you better coverage with steelix against curselax, and a temporary spin block. nidoking is inbetween.
 
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Jorgen

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Steelix and Skarm can be 2HKOed by Fire Blast, meaning if they get hit on the switch, they're toast. Meanwhile Lax needs to be +1 to 2HKO Ttar with EQ, meaning hitting him on the switch isn't as devastating. Not to mention that tossing out EQs on the switch is less common than tossing out FBs on the switch.

I'll agree that Ttar is a big dummy if you want him to do anything long-term. But when it comes to ensuring you can get Lax out of your face, if only once, it's better to be weak to EQ than FB.

That and having mono-Lax on my team makes me more afraid of Misdreavus than I probably should be. That, coupled with Nido being around to be the token Ground, is the main reason I opted for Ttar > Steelix in this case.
 

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