CAP Team Saloon

BP

Beers and Steers
is a Contributor to Smogon
Approved by everyone's favorite dude HeaLnDeaL
Idea stolen from my PU bro ManOfMany



Banner by boxofkangaroos
Hey dudes and dudettes.

Have you ever built a team that just doesn't fit as a sample team, or you're just too lazy to make a RMT for it? This is what this thread is for; a dumping station for any sort team. These teams good range from outdated, innovative, or just a rock solid team you want to share with others!

For Example, you could dump that old T-Flame Colossoil core that doesn't work anymore because Gale Wings got nerfed
SMH. However you should not post that CAPslock team based around Soak Necturna.

When Posting a team make sure to provide the following:

1: Post an importable Version along with Sprites
If you need CAP sprites check this thread http://cap.smogon.com/Sprites/AllSprites.html (Sprites make it look pretty)
2:Post a short Description describing the usage of the team and/or its purpose as a whole.
(Must Be at least 2 Sentences)

Optional: Replay's are highly recommended if you want to be included in the ARCHIVE which I will describe below.

Archive Explanation
If I decide your Team is amazing then it belongs in the Archive for all to see!


Team Archive
Edit: You need at least 2 good quality replays to make it here.



Argh & Roak Balance By: Rage.Spam.Quit.


Arghonaut @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Recover

Pyroak @ Leftovers
Ability: Battle Armor
EVs: 248 HP / 160 Def / 100 SpD
Bold Nature
IVs: 0 Atk
- Lava Plume
- Giga Drain/Roar
- Synthesis
- Stealth Rock

Landorus-Therian @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Swords Dance
- Rock Polish

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 156 Def / 100 SpD
Relaxed Nature
- Heavy Slam
- Air Slash
- Leech Seed
- Protect

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Recover
- Defog

Swellow @ Choice Specs
Ability: Scrappy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Heat Wave
- Hidden Power [Ground]
- U-turn


Mega Zam Z Mence Balance By: Drapionswing

Salamence @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Fly
- Outrage
- Earthquake

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 100 Def / 160 SpA
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Volt Switch
- Aura Sphere

Pyroak @ Leftovers
Ability: Battle Armor
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Synthesis
- Will-O-Wisp
- Giga Drain
- Stealth Rock

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 144 Def / 64 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Nature's Madness
- Moonblast
- Defog

Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Focus Blast
- Taunt

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Extrasensory
- Hidden Power [Fire]


Alola Ninetales Offense By: SHSP


Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Moonblast
- Encore

Gyarados-Mega @ Gyaradosite
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Earthquake

Marowak-Alola @ Thick Club
Ability: Lightning Rod
Shiny: Yes
EVs: 248 HP / 16 Atk / 112 SpD / 132 Spe
Adamant Nature
- Shadow Bone
- Flare Blitz
- Bonemerang
- Stealth Rock

Tomohawk @ Rocky Helmet
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Roost
- Aura Sphere
- Air Slash
- Haze

Volcarona @ Firium Z
Ability: Flame Body
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
IVs: 0 Atk
- Fire Blast
- Bug Buzz
- Giga Drain
- Quiver Dance

Colossoil @ Assault Vest
Ability: Guts
EVs: 252 Atk / 196 Def / 60 SpD
Adamant Nature
- Earthquake
- Sucker Punch
- Rapid Spin
- Knock Off



DragMag + Clefable Offense By: EPICflygon ( '-')>

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 236 HP / 4 Def / 248 SpA / 20 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Dragonite (M) @ Choice Band
Ability: Multiscale
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Outrage
- Earthquake
- Waterfall
- Extreme Speed

Clefable (F) @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Protect
- Wish
- Calm Mind

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Brave Bird
- Dazzling Gleam
- Wild Charge
- Volt Switch/roost

Stratagem @ Focus Sash
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Paleo Wave
- Earth Power
- Flamethrower

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Zen Headbutt
- Knock Off
- Gunk Shot


King Shark + Scarf Hoopa Offense By: Broken Phobias

The King (Sharpedo-Mega) (M) @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Ice Fang
- Psychic Fangs
- Protect

Lady Steel (Celesteela) @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Leech Seed
- Air Slash
- Protect
- Heavy Slam

The Rook (Mollux) (M) @ Black Sludge
Ability: Dry Skin
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Sludge Bomb
- Stealth Rock
- Recover

The Beast (Hoopa-Unbound) @ Choice Scarf
Ability: Magician
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Gunk Shot
- Thunderbolt
- Dark Pulse
- Psyshock

The Duchess (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 110 Def / 100 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Moonblast
- Scald
- Defog

The DRAGON (Landorus-Therian) @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Fly
- Swords Dance
- Rock Polish

Tapu Lele + Moth Offense By: EPICflygon ( '-')>


Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock /Psychic
- Moonblast
- Hidden Power [Fire]
- Shadow Ball

Dugtrio (M) @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Reversal
- Screech
- Sucker Punch /Stealth Rock

Aurumoth (F) @ Firium Z
Ability: Illusion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Psychic
- Overheat

Tomohawk (F) @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Nature Power
- Hurricane
- Earth Power
- Roost

Colossoil (M) @ Assault Vest
Ability: Guts
EVs: 28 HP / 252 Atk / 220 SpD / 8 Spe
Adamant Nature
- Earthquake
- Sucker Punch
- Knock Off
- Rapid Spin

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 180 Def / 76 SpA
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp

MEDIWHAM Hyper Offense By: Rage.Spam.Quit.

Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Psycho Cut
- Ice Punch
- Fake Out

Plasmanta @ Choice Scarf
Ability: Storm Drain
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Sludge Wave
- Hidden Power [Fire]
- Psyshock

Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Fly
- U-turn
- Stealth Rock

Greninja @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- U-turn

Colossoil @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Sucker Punch
- U-turn

Volkraken @ Flame Plate
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Hydro Pump
- Hidden Power [Ground]
- Substitute

Char-X Z-Pshot Offense By: Broken Phobias


Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Roost
- Dragon Claw

Serperior @ Leftovers
Ability: Contrary
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
IVs: 1 Atk
- Leaf Storm
- Hidden Power [Fire]
- Dragon Pulse
- Glare

Kerfluffle @ Darkinium Z
Ability: Natural Cure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Parting Shot
- Moonblast
- Focus Blast
- Taunt

Kitsunoh (M) @ Leftovers
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Toxic
- Shadow Strike
- Defog

Volkraken (M) @ Choice Scarf
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Hydro Pump
- Power Gem
- U-turn

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Stealth Rock
- Gyro Ball
- Earthquake
- Hidden Power [Ice]


Ninetales-A Double Sweeper Offense By: sparktrain


Tomohawk @ Life Orb
Ability: Prankster
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Stealth Rock
- Taunt
- Hurricane
- Aura Sphere

Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Moonblast
- Encore

Aurumoth @ Wiki Berry
Ability: Illusion
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Psyshock
- Overheat

Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Earthquake

Kerfluffle @ Darkinium Z
Ability: Natural Cure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Sludge Wave
- Taunt
- Parting Shot

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Sludge Wave
- Hidden Power [Ice]
- Thunderbolt




Tapu-Bulu Semi Stall By: Marjane

Chansey @ Eviolite
Ability: Natural Cure
EVs: 116 HP / 140 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Soft-Boiled
- Seismic Toss
- Heal Bell

Colossoil @ Assault Vest
Ability: Guts
Shiny: Yes
EVs: 252 Atk / 36 Def / 220 SpD
Adamant Nature
- Earthquake
- Knock Off
- Sucker Punch
- Rapid Spin

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Superpower
- Stone Edge

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Toxic
- Earth Power
- Stealth Rock

Cyclohm @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Discharge
- Fire Blast
- Slack Off
- Ice Beam

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 4 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Synthesis
- Leech Seed
 
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BP

Beers and Steers
is a Contributor to Smogon
Here is one of my own teams as an example:

Gen 6 Mega Cruci Volturn

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp

Crucibelle @ Crucibellite
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Head Smash
- Gunk Shot
- U-turn
- Wood Hammer

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- U-turn
- Healing Wish

Colossoil @ Assault Vest
Ability: Guts
EVs: 252 Atk / 36 Def / 220 SpD
Adamant Nature
- Earthquake
- Knock Off
- Sucker Punch
- Rapid Spin

Tomohawk @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hurricane
- Aura Sphere
- Earth Power
- Roost

Syclant @ Focus Sash
Ability: Mountaineer
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Earth Power
- U-turn
- Tail Glow


A standard Colossoil & Tomohawk core that I have morphed into a Voltturn team. There isn't really much to say about this team besides it does its job quite efficiently. Basically just predict a forced switch with Syclant and set up that Tail Glow then you can back out and keep that momentum rocking!
 
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EPICflygon ( '-')>

Banned deucer.
GEN 7 offense

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 236 HP / 4 Def / 248 SpA / 20 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

Dragonite (M) @ Choice Band
Ability: Multiscale
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Outrage
- Earthquake
- Waterfall
- Extreme Speed

Clefable (F) @ Leftovers
Ability: Unaware
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Wish
- Calm Mind

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Brave Bird
- Dazzling Gleam
- Wild Charge
- Volt Switch/roost

Stratagem @ Focus Sash
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Paleo Wave
- Earth Power
- Flamethrower

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Zen Headbutt
- Knock Off
- Gunk Shot
The team aims to weaken all the mons with rocks/powerfull attacks an then just finish them all off, if you have trouble with trick room then this team deals with it pretty well as magnezone traps magearna and ohko/ 2hko a lot of their mons.The core is dnite + magnezone + clef which is 2 VERY powerful attackers and 1 mon which passes wish, it may be weird that i have a dnite and no mon with spin/defog but im not relying on multiscale to win me games, magnezone runs enough speed to out speed celesteela and dnite runs enough speed to out speed uninvested base 100s
turn 1 you wan't to lead with stratagem either you ohko the mon they send out or you set up rocks if you ohko something set up rocks but if you can ohko some thing again set up rocks on turn 3 ect ect ect trap and kill EVERYTHING with magnezone and wait a good minute or something before you send in hoopa for the first time
some threats are pheromosa with poison jab as long as clef is weakend, scarf tapu lele as long as zone is weakend, mollux but clef can set up on it but at +6 your strongest move (flamethrower) only does about 25% and cruci both take both of clefs attacks and mollux can take all of zones attacks

EDIT: Replays added
 
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SHSP

is a Forum Moderatoris a Community Contributoris a Top CAP Contributor
Moderator
A-Ninetales Offense


Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Moonblast
- Encore

Gyarados-Mega @ Gyaradosite
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Crunch
- Earthquake

Marowak-Alola @ Thick Club
Ability: Lightning Rod
Shiny: Yes
EVs: 248 HP / 16 Atk / 112 SpD / 132 Spe
Adamant Nature
- Shadow Bone
- Flare Blitz
- Bonemerang
- Stealth Rock

Tomohawk @ Rocky Helmet
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Roost
- Aura Sphere
- Air Slash
- Haze

Volcarona @ Firium Z
Ability: Flame Body
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
IVs: 0 Atk
- Fire Blast
- Bug Buzz
- Giga Drain
- Quiver Dance

Colossoil @ Assault Vest
Ability: Guts
EVs: 252 Atk / 196 Def / 60 SpD
Adamant Nature
- Earthquake
- Sucker Punch
- Rapid Spin
- Knock Off


Probably my most successful gen 7 team so far, laddered on my alt Tapu Kok0 with it to rank 10. Aurora Veil seemed very, very strong, so I started with Ninetales+two abusers in Mega Gyara and Volcarona. Marowak is there to check stuff like Pheromosa, and Tapu Koko that hurt the team a lot, with Colo and Tomo to create a defensive backbone for the squad while still having offensive presence. Gameplan involves finding opportunities to get Aurora Veil up, then setting up, or just being able to clean with volca/gyara later on in the game.

Replays:
http://replay.pokemonshowdown.com/gen7cap-496747090
Veil doesnt do much here, but Volca and Gyara win in the end

http://replay.pokemonshowdown.com/gen7cap-506920115
vs bp shenanigans- seriously volc is good guys

http://replay.pokemonshowdown.com/gen7cap-517986382
Vs Okamu on ladder: shows off sweepers, and also how good veil is.

edit: been using this for the ladder tour and working just as well as it did before, made a few changes to the team- HP Ground>Bug Buzz on Volca, and Earth Power>Aura Sphere on Tomo, to help deal with stuff like Cruci I've seen a lot of.
 
Last edited:

reachzero

the pastor of disaster
is a Senior Staff Member Alumnusis a Top CAP Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Zygarde-Genesect Balance




Zygarde @ Leftovers
Ability: Aura Break
EVs: 252 HP / 240 SpD / 16 Spe
Careful Nature
- Coil
- Substitute
- Thousand Arrows
- Toxic

Krilowatt @ Life Orb
Ability: Magic Guard
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Heart Swap
- Surf
- Discharge
- Earth Power

Mollux @ Black Sludge
Ability: Dry Skin
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Rapid Spin
- Recover

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Zen Headbutt
- Earthquake
- Bullet Punch
- Ice Punch

Genesect @ Choice Scarf
Ability: Download
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- U-turn
- Iron Head
- Flamethrower
- Ice Beam

Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 252 HP / 208 Def / 48 Spe
Impish Nature
- Earthquake
- U-turn
- Fly
- Stealth Rock


This team was basically built by slapping together a few of my favorite sets (Zygarde, Genesect and Landorus-T) together with one of the singularly most effective Pokemon in CAP (Mega Metagross), then patching the holes by using Mollux for hazard removal utility and finally Krilowatt as my dedicated Manaphy counter. At the time I built this team, stall owned the upper ladder, with SpD Celesteela especially annoying to me. Power Construct had just been banned, and people had basically given up on Zygarde, forgetting how utterly it dominates stall (and much of balance) even with Aura Break. I'm currently sitting at 71-5, at #1 on the CAP ladder, and this team is a huge reason why. With Genesect being Suspected, however, I suspect this team's reign will soon come to an end.


Scarf Genesect is one of the engines that makes this team go, protecting the team from a lot of really dangerous threats, like Aurumoth or Belly Drum Cawmodore, while U-turning nicely into many of the Pokemon that Zygarde can set up on, like Mollux or defensive Tomohawk. Flyinium Z Landorus-T is a pretty amazing Tomohawk lure, which makes life a lot easier for Genesect and helps a lot in winning the entry hazard war against Stealth Rock or Rapid Spin using Tomohawks. Landorus-T also keeps me from straight-up losing to Charizard-X, which is super easy for a CAP team to be weak to. Protecting Genesect at all costs is usually the rule with this team; losing Genesect means it is vulnerable to any number of set-up sweepers. Especially problematic is Gyarados with Earthquake, which presents incredible problems for this team in its present form, but which luckily is fairly rare.


 
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LucarioOfLegends

Master Procraster
is a CAP Contributor

Kartana @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Smart Strike
- Sacred Sword
- Leaf Blade
- Night Slash

Mantine (M) @ Leftovers
Ability: Water Absorb
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Roost
- Air Slash
- Haze

Tapu Lele @ Choice Specs
Ability: Psychic Surge
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Focus Blast
- Shadow Ball

Colossoil @ Assault Vest
Ability: Rebound
EVs: 252 Atk / 36 Def / 220 SpD
Adamant Nature
- Earthquake
- Knock Off
- Sucker Punch
- U-turn

Necturna @ Colbur Berry
Ability: Forewarn
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Sticky Web
- Will-O-Wisp
- Shadow Sneak
- Horn Leech

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Flash Cannon
- Toxic
- Earth Power


If you saw me doing any matches on Gen 7 CAP for a while, then this is probably the team I used. As I'm still not very good at teambuilding, this team has actually given me decent success. The focus was Kartana, as can be absurdly strong of done correctly. Mantine is help the team against Fire-types, Tapu is a for sweeping specially, Heatran is to further cover Fire, with a bit of Poison too, Colossoil is for Electric Types that threaten the others, and Necturna set webs.
 


SM Semi-Balance
Mollux @ Black Sludge
Ability: Dry Skin
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Sludge Bomb
- Recover
- Heal Bell

Tapu Koko @ Life Orb
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Dazzling Gleam
- Hidden Power [Ice]
- Volt Switch

Colossoil @ Assault Vest
Ability: Guts
EVs: 252 Atk / 36 Def / 220 SpD
Adamant Nature
- Sucker Punch
- Knock Off
- Earthquake
- U-turn

Tomohawk @ Rocky Helmet
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Roost
- Haze
- Rapid Spin
- Air Slash

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Dark Pulse
- Ice Beam
- Hidden Power [Ground]

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Ice Punch
- Bullet Punch

The purpose of Metagross-M and Ash-Greninja is so then they can act as potential sweepers against a variety of threats, such as Mollux, Colossoil, Tomohawk, Clefable, and so on. The purpose of both Mollux and Tomohawk is so then they can act as walls as an attempt to block some specific pokemon that can threaten this team. Mollux is able to tank any form of special attack, even if its a Ground-type special move at times. Its ability comes in handy when facing some Water-type threats (just be careful of any Physical Ground-type moves or HP Ground). Tomohawk can be able to defend the team against any type of Physical Attacker that doesn't run any super-effective moves against it, giving it an advantage to check/counter it. In the case of Colossoil and Tapu Koko, they are both useful in dealing damage towards other pokemon, and have U-Turn / Volt Switch to help them evade some threats so then the user can switch in to a pokemon that can take advantage of that specific threat. Either they can use that move or can be able to just stay in the battle and try to KO that pokemon (like for example if Colossoil is in Full HP and is going against Tapu Koko for instance, it can stay in and run Earthquake as it gets 2HKO'ed by Koko's Fairy-STAB moves).


This was normally in the SM CAP Discussion, but I deleted that post (2 times, RIP me) in order to incorporate this team here to better be looked upon in this thread. This team has peaked a really high streak in the ladder (above 15-0 most of the time) so it is come to use really well.

EDIT:

Replays:

http://replay.pokemonshowdown.com/gen7cap-505141569 <-- VS Heaven Jay (sorry for the hax)

http://replay.pokemonshowdown.com/gen7cap-511076800 <-- VS NumberCruncher
 
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Plasmanta @ Leftovers
Ability: Storm Drain
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Encore
- Hidden Power [Fire]
- Sludge Wave
- Thunderbolt

Malaconda @ Sitrus Berry
Ability: Harvest
EVs: 244 HP / 12 Atk / 252 SpD
Careful Nature
- Substitute
- Glare
- Power Whip
- Knock Off

Pheromosa @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Ice Beam
- High Jump Kick
- U-turn
- Lunge

Latios (M) @ Soul Dew
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Defog
- Draco Meteor
- Psyshock
- Roost

Slaking @ Choice Band
Ability: Truant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Double-Edge
- Pursuit
- Earthquake
- Retaliate

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Haze
- Scald
- Nature's Madness
- Moonblast


This is not your average team. Phero and Slaking are heavy physical hitters anything is possible to 2 shot. Fini used as support with haze because we all hate set up sub zygarde. Star of the show is Malaconda. This Mon gets to sub glare everything that it was. Malaconda is weak to fighting and bug which Plasmanta resists. Plasmanta also has encore so definitly no set up. Latios is back up and heavy hit with that soul dew. Team is solid used it in ladder as well as tournaments. Goal: keep the heavy hitters alive and not allow set up.
 
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BP

Beers and Steers
is a Contributor to Smogon
Note
Okay if you are looking to get placed into the team archive you need at least 2 decent replays showcasing the team. I would have placed reachzero in the HO section however due to the recent suspect test In which it is predicted that Genesect will be banned; I refuse to put banned mons in the team archive as they are not relevant to the tier.
 

BP

Beers and Steers
is a Contributor to Smogon
Dropping a few teams:

Tapu Koko @ Leftovers
Ability: Electric Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- U-turn
- Thunderbolt
- Dazzling Gleam
- Volt Switch

Syclant (M) @ Life Orb
Ability: Mountaineer
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Bug Buzz
- Earth Power
- Ice Beam
- U-turn

Scizor (M) @ Leftovers
Ability: Technician
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
- U-turn
- Bullet Punch
- Roost
- Defog

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge

Crucibelle-Mega (M) @ Crucibellite
Ability: Magic Guard
Shiny: Yes
EVs: 252 Atk / 252 Spe
Jolly Nature
- Coil
- Head Smash
- Wood Hammer
- Gunk Shot

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Knock Off
- Heat Wave

Volt Turn is soooo easy to use. This team in particular is incredibly easy to use. Everyone just switches until Mega Crucibelle has a good matchup then it Coils up and slays a few mons. If an opposing pokemon can be killed then it should be ASAP as this team just likes to switch and chip damage. There isn't much to say about it really.




Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Scald
- Hidden Power [Ground]

Magnezone @ Choice Scarf
Ability: Magnet Pull
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon
- Thunderbolt

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge

Pinsir (M) @ Pinsirite
Ability: Hyper Cutter
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Quick Attack
- Earthquake

Kitsunoh (F) @ Leftovers
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Defog
- Shadow Strike
- Meteor Mash

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Leech Seed
- Air Slash
- Protect
- Heavy Slam

This team is a lot of fun to use and there are a lot of different reasons why. First off Mega Pinisr Sweeps take almost no effort and are so much fun. Second of all Trapping the other players steel types and killing them with Magnezone can be so stress relieving. Thirdly Specs Keldeo is monster that breaks walls for a living. The rest of the mons on the team provide each other with great support.




Ferrothorn (M) @ Rocky Helmet
Ability: Iron Barbs
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Stealth Rock
- Leech Seed
- Spikes

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Wish
- Protect
- Heal Bell

Tomohawk (M) @ Leftovers
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Roost
- Hurricane
- Rapid Spin
- Earth Power

Cyclohm (M) @ Rocky Helmet
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Flamethrower
- Heal Bell
- Surf
- Slack Off

Sableye (M) @ Sablenite
Ability: Prankster
- Will-O-Wisp
- Recover
- Knock Off
- Foul Play

Clefable (M) @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Protect
- Wish
- Calm Mind

This team is your basic stall team. Ferrothorn & Cyclohm discourage physical attacks by spreading status and causing damage. Sableye is to bounce back hazards and Chansey is the Cleric. Clefable is the wincon once the smoke on the battlefield clears. Clefable can actually be a lot of fun to use and I highly recommend trying it out sometime. Not only is this team "fun" to use but it also pisses the other player off and can send them into an uncontrollable rage.
 
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SM - SEMI STALL

Chansey @ Eviolite
Ability: Natural Cure
EVs: 116 HP / 140 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Soft-Boiled
- Seismic Toss
- Heal Bell

Colossoil @ Assault Vest
Ability: Guts
Shiny: Yes
EVs: 252 Atk / 36 Def / 220 SpD
Adamant Nature
- Earthquake
- Knock Off
- Sucker Punch
- Rapid Spin

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Wood Hammer
- Horn Leech
- Superpower
- Stone Edge

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Toxic
- Earth Power
- Stealth Rock

Cyclohm @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Discharge
- Fire Blast
- Slack Off
- Ice Beam

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 4 SpD / 252 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Synthesis
- Leech Seed

This team overall was based on tapu bulu and chansey, Banded tapu bulu hits so hard and is counter to all ground types and helps the team a lot with recovery as Heatran and Colossoil don't have recovery. Chansey is one of the major walls of the team, you will most likely need it until the game finishes, it counters all Special attackers, Cyclohm is for all physical sweepers such as Metagross or Cawmodore. Cyclohm really beneficiates from Tapu Bulu's grassy terrain with the earthquake nerf. Then came heatran for all annoying grass types like Pyroak for example, the goal is to toxic trap it until it dies and isn't any more of a bother later on in the game, heatran is also your stealth rock setter. Colossoil was added as a spinner and also because it is one of the major threats of cap meta, hits really hard has access to priority. Then we have M-Venusaur, at first I had Tornadus-t but it wasn't really fitting and I lost a lot of battles with due to misses. Venusaur is your fairy killer and leech seed user, it walls a lot of stuff like Magearna, Tapu Bulu ect. It's kind of a smaller chansey.

Strategy:
This team doesn't really require a lot of plays which is great for new players, the point of this team is to get rid of all fat adversary mons and then finish the opposing team with Tapu Bulu or Venusaur.

Threats: Offensive Tomohawk, Psyshock Specs Tapu Lele, Flame Orb Colossoil

replays
http://replay.pokemonshowdown.com/gen7cap-525301867
http://replay.pokemonshowdown.com/gen7cap-542546021
http://replay.pokemonshowdown.com/gen7cap-542557577
http://replay.pokemonshowdown.com/gen7cap-542552670
 
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A few people have asked me to post some of my teams, so here are three teams I've had some fun using.



Alolan Ninetales Offense
Tomohawk @ Life Orb
Ability: Prankster
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Stealth Rock
- Taunt
- Hurricane
- Aura Sphere

Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Moonblast
- Encore

Aurumoth @ Sitrus Berry
Ability: Illusion
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Psyshock
- Overheat

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Waterfall
- Earthquake

Kerfluffle @ Darkinium Z
Ability: Natural Cure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Sludge Wave
- Taunt
- Parting Shot

Pheromosa @ Choice Scarf
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- U-turn
- High Jump Kick
- Poison Jab
- Ice Beam
Screens HO has always been one of my favorite playstyles due to its fast-paced nature, and with the release of Aurora Veil this gen, I really wanted to try it out in CAP. That's how this team came about. I've used it with decent success in the gen 7 kickoff tour and on the ladder.

Basically, the idea is to set up screens (and rocks if possible) right off the bat, set up with either Aurumoth or Mega Gyarados, and go to town. 99.9% of the time, you're gonna lead with Tomohawk or Ninetales-A. Tomohawk is damn near perfect when it comes to suicide leads thanks to Prankster + Taunt + Stealth Rock, a combination that exactly zero other Pokemon have. Life Orb Hurricane + Aura Sphere scare the daylights out of Mega Sableye, opposing Tomohawk, Colossoil, Excadrill, Skarmory, among other hazard preventers/removers, making it extremely reliable at getting up rocks and keeping them up. Sometimes, Tomohawk just dies turn one after setting rocks, and that's fine. That's its main job. Ninetales-A either comes in after Tomohawk or leads and sets up Aurora Veil. Pretty standard set, Hail gets chip damage on the other team which helps the team's setup sweepers.

With Aurora Veil halving all damage, Illusion to set up on neutral/resisted hits, and Sitrus Berry providing some instant recovery, Aurumoth can often set up multiple QDs and still be at high health to tank priority. This often means gg if your opponent isn't packing Haze Tomohawk or an Unaware user (and Tomohawk doesn't exactly appreciate taking STAB Psychic moves). Mega Gyarados is the other setup sweeper as it has good offensive synergy with Aurumoth. Aurora Veil + Intimidate gives it the opportunity to set up multiple DDs, and it obliterates Unaware users thanks to Mold Breaker. The Kerfluffle set looks weird, but it accomplishes exactly what it needs to for the team. Z-Parting Shot is the main reason it's on the team, giving Aurumoth or Mega Gyarados full health and another easy setup opportunity after one sweep attempt. Taunt is crucial to prevent opposing setup/Defog, Moonblast provides obligatory STAB and hits Tomohawk, and Sludge Wave hits nuisances like Clefable, Tapu Fini, and Pyroak. Choice Scarf Pheromosa is basically there to pick up the pieces if the other mons don't win the game on their own, and provides an emergency answer to super fast threats.

And here's a replay of the team, it's me versus reachzero for the kickoff tour semifinals.
http://replay.pokemonshowdown.com/gen7cap-526448292


Icium Z Syclant Balance
Tomohawk @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Hurricane
- Aura Sphere
- Taunt / Nature Power
- Roost

Cyclohm @ Leftovers
Ability: Shield Dust
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Discharge
- Flamethrower
- Draco Meteor
- Slack Off

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Leech Seed
- Protect
- Heavy Slam
- Earthquake

Fidgit @ Black Sludge
Ability: Vital Spirit
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
- Rapid Spin
- Stealth Rock
- Earth Power
- U-turn

Syclant @ Icium Z
Ability: Mountaineer
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Tail Glow
- Ice Beam
- Earth Power
- U-turn

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Moonblast
- Shadow Ball
- Psyshock
Here's a balance team I've been using for a while.

Syclant has gotten even better this gen, and this team is centered around one of its new sets: Tail Glow + Icium Z, which is notable for its ability to break past some of its own supposed "checks" and sweep. +3 Subzero Slammer does absurd amounts of damage, OHKOing the most specially defensive of Pyroak and Ferrothorn for reference. Even without a boost, it's a really nifty tool to have in many scenarios. For example, it ensures Mega Charizard X can't try to set up DD against you, and it does a huge chunk to Unaware Clefable so you can break past it after some chip damage from hazards + U-turning on it. Ice/Ground coverage is sufficient for sweeping 9 times out of 10, making U-turn's utility way more important than running Bug Buzz, as this allows you to safely grab momentum early on in the match instead of just having Syclant sit in the back until it can sweep. Syclant naturally outpaces Dugtrio, which is critical for it and sets it apart from many of the other heavy hitters in the metagame.

Cyclohm+Celesteela functions as the team's defensive backbone. They're both just fat and wall a lot of the top metagame threats. Draco Meteor is a really nifty move on Cyclohm, as it's sorta expecting to just be running Electric/Fire coverage (and maybe Ice Beam) as opposed to powerful Dragon STAB. This lets it take advantage of Mega Charizard-X, Garchomp, Salamence, and other Cyclohm by swiftly OHKOing them, all of which it can stomach a hit from if necessary. Fidgit acts as the team's glue, sets rocks and spins, and also checks Tapu Koko which could otherwise freely spam Volt Switch the entire match. Life Orb Tomohawk adds another ground check to help take pressure off Celesteela, and is just a nice heavy hitting mon. Taunt enhances the stall matchup even further, but if you're feeling confident with your Syclant plays you can run Nature Power for a better offense matchup. Finally, Choice Scarf Tapu Lele functions as the team's revenge killer and also provides Syclant with protection against Bullet Punch and the like.


Blissey + Pyukumuku Stall
Sableye @ Sablenite
Ability: Prankster
EVs: 248 HP / 116 Def / 144 SpD
Careful Nature
- Protect
- Will-O-Wisp
- Knock Off
- Recover

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Spikes / Stealth Rock
- Defog
- Counter
- Roost

Blissey @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Ice Beam
- Aromatherapy / Flamethrower
- Soft-Boiled

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 64 Def / 192 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock / Aromatherapy
- Moonblast
- Wish
- Protect

Pyukumuku @ Leftovers
Ability: Unaware
EVs: 252 HP / 228 Def / 28 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Curse
- Baton Pass
- Recover

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
IVs: 20 HP
- Earthquake
- Reversal
- Sucker Punch
- Stone Edge / Pursuit
Yeah this probably looks like a meme given some of the members, and it kind of is, but it also wins a lot (got like 3rd on the ladder and 91 GXE with this). There's a purpose here, so I'll explain.

For the most part this is your standard looking DugStall team, but with Pyukumuku and Calm Mind Blissey. I won't go into too much detail on the other members since you probably already know why they're good on a stall team. Anyway, Pyukumuku forms a double Unaware core with Clefable which lets you wall almost every setup mon in the metagame, and it passes Curse to stuff. Basically everything on the team appreciates this. With some boosts passed to it, Dugtrio can trap slow/fat stuff better than it normally would without resorting to Screech. Blissey is the true champion of this team, however. Chansey lets a lot of stuff in for free, whereas Blissey can do reasonable damage to a lot of these with Ice Beam and Flamethrower. With some Curses passed to it, it can start setting up Calm Mind and become frustratingly difficult to break. Just one Curse boost is enough for Blissey to avoid the 2HKO from Mega Metagross' Meteor Mash, and two is enough to avoid the 3HKO.

Basically, this is a twist on standard stall which gives you 1. a more dedicated wincon 2. a heavy advantage in the dreadful stall vs stall matchup.

There are some tweaks you can play around with to fare versus certain stuff better. It's really up to personal preference. If you want to beat Mega Metagross and other steels faster you can run Flamethrower on Blissey and move Aromatherapy to Clefable. Pursuit Dugtrio prevents Rock Head Alolawak from 6-0ing you. Rocky Helmet / Haze Tomohawk can be run somewhere if you want extra insurance against Mega Gyarados and other setup mons, or you just hate the idea of not running a CAP Pokemon on a CAP team. However, it's difficult to fit in without heavily compromising the team's overall structure, getting rid of Pyukumuku (in which case you should just run Chansey>Blissey and make this the boring team), or Clefable (which makes the team dreadfully weak to Tomohawk). It's a stall team, so it obviously struggles with things that normally trouble stall teams, and I'm well aware that it just autoloses to certain things. Substitute Mega Gyarados comes to mind, thankfully no one's running that right now, and you have counterplay against other variants.
 

BP

Beers and Steers
is a Contributor to Smogon


The King Hyper Offense
The King (Sharpedo-Mega) (M) @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crunch
- Ice Fang
- Psychic Fangs
- Protect

Lady Steel (Celesteela) @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Leech Seed
- Air Slash
- Protect
- Heavy Slam

The Rook (Mollux) (M) @ Black Sludge
Ability: Dry Skin
Shiny: Yes
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Sludge Bomb
- Stealth Rock
- Recover

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Gunk Shot
- Thunderbolt
- Dark Pulse
- Psyshock

The Duchess (Tapu Fini) @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 110 Def / 100 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Moonblast
- Scald
- Defog

The DRAGON (Landorus-Therian) @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Fly
- Swords Dance
- Rock Polish


 

EPICflygon ( '-')>

Banned deucer.
IDC that the seasonals aren't over but i'm to excited to not post it now as the team lost its only check
any ways SCARF LELE OFFENSE

Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock /Psychic
- Moonblast
- Hidden Power [Fire]
- Shadow Ball

Dugtrio (M) @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Reversal
- Screech
- Sucker Punch /Stealth Rock

Aurumoth (F) @ Firium Z
Ability: Illusion
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Psychic
- Overheat

Tomohawk (F) @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Nature Power
- Hurricane
- Earth Power
- Roost

Colossoil (M) @ Assault Vest
Ability: Guts
EVs: 28 HP / 252 Atk / 220 SpD / 8 Spe
Adamant Nature
- Earthquake
- Sucker Punch
- Knock Off
- Rapid Spin

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 180 Def / 76 SpA
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp /Thunder Wave/Toxic


The teams main win condition is Tapu Lele as it is a very powerful mon that has few checks, yes players have found other ways to beat lele other than the checks eg. pursuit it is still a powerful mon. Now that Pheromosa was banned it means there is no scarf Pheromosa which 6-0ed the team in the past it means the team has no easy ways to beat it.

As i said earlier Tapu Lele is our wincon so all we have to do is beats its checks then just press buttons for the win.

The checks are; Pursuit pokemon, Magearna, Metagross-Mega, Celesteela, and Jirachi also to some extent Scizor-Mega, Ferrothorn and Heatran.

Tapu Lele's moves are; Psyshock/Psychic are for obligatory stab which one is for personal preference, Moonblast is the same as Psychic, Hidden Power Fire is for beating Scizor and Ferro and the last move shadow ball is for hitting everything neutrally.


Dugtrio's only here as it traps and kills ALL of lele's checks excluding pursuit mons which it beats most and Cele.

Dugtrio's moves are; Earthquake for obligatory stab, Reversal as it can just nuke any pokemon if dug comes down to its sash, Screech is for weakening mons like Chansey and finally its either stealth rock or sucker punch both down to personal preference i prefer Sucker Punch.


Aurumoth is a pokemon that currently (until it loses illusion) it can fit on basically any team its also good as an alternate wincon to fall back down if Lele dies. lele's psychic terrain also boosts Auru's psychic.

Aurumoth's moves are; Psychic for obligatory stab the same with Bug Buzz, (Z) Over Heat for nuking Cele without a care in the world and finally quiver dance for setting up and winning.


Tomohawk is a standard offensive Tomo set if they are on about three mons and Lele + Auru are dead Tomo should be able to clean with its moves.

Tomohawk's moves are; Nature Power for that nice priority it can also beat other Tomohawks if psychic is up, Hurricane is for obligatory stab, Earth Power is just for strong coverage and Roost is for that longevity.


Colossoil is a standard AV set just here to spin away hazards and cause problems.

Colossoil's moves are; Earthquake for obligatory stab, Sucker Punch is here for the priority but is also stab, Knock Off is here for getting rid of items and it being stab is just a happy coincidence and finally
Rapid Spin is for getting rid oh pesky hazards that breaks dug's sash.


Rotom is our only defensive pokemon and is here to beat Lando-T as our team is quite weak to it.

Rotom's moves are; Hydro Pump for stab, Volt-Switch for momentum and stab, Pain Split for recovery and the status moves for weakening different mons imo Will-O-Wisp is the best option.


Of course you can lose to you getting out played/playing badly as well as losing to hax but otherwise this team has no really easy way to beat it.

This team has A LOT of success but here are some replays. EDIT: Replays will continue to be added until this team needs a re-work.

Thanks to KrazyCake for some of the evs n'stuff, LucarioOfLegends and jas61292 for fixing problems with hides.
 
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Let's get some breaking action in here.
MediWHAM Hyper Offense [Gen 7]

Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- High Jump Kick
- Psycho Cut
- Ice Punch
- Fake Out

Plasmanta @ Choice Scarf
Ability: Storm Drain
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Sludge Wave
- Hidden Power [Fire]
- Psyshock

Landorus-Therian @ Flyinium Z
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Fly
- U-turn
- Stealth Rock

Greninja @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Water Shuriken
- U-turn

Colossoil @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Knock Off
- Sucker Punch
- U-turn

Volkraken @ Flame Plate
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Hydro Pump
- Hidden Power [Ground]
- Substitute


So, like the title says, this team is centered around Medicham-Mega and the pure sheer power it possesses. I'm using the standard set here, which gives it the most power possible to break through balance. Ice Punch is to OHKO offensive Lando-T.

The rest of the team I put a bunch of VoltTurn mons so as to be able to give M-Medi some free switch-ins (Greninja, Lando-T, Colossoil). Plasmanta is crucial in this team for its resistances and STAB; it resists fairy + electric combo (can't give Koko too much freedom), also checks Tomohawk, Volkraken, and all the Tapus. Choice Scarf is to outspeed Scarf Lele, Scarf Volkraken, and be a nice cleaner late game. HP Fire is to hit Ferrothorn on the switch-in.

Landorus-Therian is my offensive rocker, and I'm using a fairly standard set. Flyinium Z is to hit Tomohawk and Pyroak hard. Intimidate helps null some attack from dangerous threats such as Mega Metagross and Mega Crucibelle.

Battle Bond Greninja was my next pick for secondary priority to stop sweepers, and it is my Mega-Metagross check (lives 1 Meteor Mash and takes about 50-60%). It is also my secondary Volkraken "check". U-Turn is for momentum.

Colossoil was my fourth pick to switch into Plasmanta and Mollux, not fearing too much from HP Ice nor Lava Plume burns. Flame Orb for extra power (this is HO), Sucker Punch since Colossoil is fairly slow, and U-Turn to pivot out of Tomohawk.

Now here's the part you would probably not expect from a standard team. I needed a consistent fire type, since I didn't want to lose to Ferrothorn, so I chose Volkraken. However, I don't want to have another choice locked pokemon (not even Specs) because I didn't want to lose momentum on a HO team. So what I wound up with was Flame Plate Modest Volkraken. While this may seem odd, you can bluff a Choice Scarf set on Volkraken against the opponent, and set up a Substitute. From there you can proceed to threaten balance cores that lack a defensive water type. However, this set mostly is a "it works or it doesn't" kind of set, so if you feel like changing the item to something else, feel free to do so.


If you guys need something to be clarified or more elaborated (or even cut out all the unnecessary stuff), feel free to reply to this post.

REPLAYS: http://replay.pokemonshowdown.com/gen7cap-573535225 vs reachzero, SubVolkraken paid off nicely here.
http://replay.pokemonshowdown.com/gen7cap-560468836 PS: Scarf Lele doesn't OHKO Lando-T (imo useful calc).

WARNING: This team is not meant for beginners, as it is pretty difficult to play with if you don't know the meta or if you play passively. This team is more meant towards experienced players in the CAP metagame.

Side Note: Yes I know a ton of things can run through my team, but making use of the calc and playing very aggressively will allow this team to work. Also note it is Hyper Offense, so there are some defensive elements of a team I have to give up.
 
Arghonaut + Pyroak Balance
Time for some innovation, fellas?



Arghonaut @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Recover

Pyroak @ Leftovers
Ability: Battle Armor
EVs: 248 HP / 160 Def / 100 SpD
Bold Nature
IVs: 0 Atk
- Lava Plume
- Giga Drain/Roar
- Synthesis
- Stealth Rock

Landorus-Therian @ Rockium Z
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Swords Dance
- Rock Polish

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 156 Def / 100 SpD
Relaxed Nature
- Heavy Slam
- Air Slash
- Leech Seed
- Protect

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Recover
- Defog

Swellow @ Choice Specs
Ability: Scrappy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Heat Wave
- Hidden Power [Ground]
- U-turn


So, as the title says this team is centered around Arghonaut and Pyroak. Arghonaut stops any sweeper that might set up on Pyroak, such as Coil Zygarde and Mega-Crucibelle. It also provides a check to SpD Mollux and Volkraken, both who win versus Pyroak 1v1.

Pyroak supports Arghonaut by sporting an 2x electric and 4x grass resistance, which allows it to counter Tapu Koko, Zapdos, Rotom-W, Ferrothorn, Kartana, and check Tapu Bulu, all of which threaten Arghonaut. It is also a great Steel type counter (M-Sciz, Magearna, Celesteela lacking Air Slash), and consistent Stealth Rock setter, able to get rocks multiple times throughout a match. Roar is used to beat the Baton Pass archetype, but you could use giga drain if you want to pressure Tapu Fini.

Lando-T is there so my team has a wincon, able to setup on opposing Lando-T (after their Z-Crystal is used) and on most fire and poison types. I opted for Rockium-Z with Stone Edge because most people expect Flyinium-Z nowadays and just switch in their counter to Z-Fly. However, Rockium-Z can beat those said counters by hitting past their typing. It also allows me to still maintain the EdgeQuake combo, something the Z-Fly set can't do.

Next up is Celesteela, which sports a great Steel/Flying typing, giving me a counter to Tapu Lele, LO Tomohawk, and opposing Z-Fly LandoT. The set is pretty standard, with Air Slash as the only exception to hit Tomohawk and setup Gyarados harder.

Latios is on the team to provide a secondary fire type counter and a hazard remover. It also is one of my base 101+ mons, which I believe any balance team should have. The set is pretty standard.

I present you... Swellow! While this isn't the typical choice for a revenge killer, it does provide me with a Hyper Offense check, and its strong Boombursts are what lured me into using it. HP Ground is to provide a secondary check to Mega-Crucibelle, although it doesn't OHKO it from full health :(. U-Turn is to gain momentum.


REPLAYS: http://replay.pokemonshowdown.com/gen7cap-576297534
http://replay.pokemonshowdown.com/gen7cap-574067102 (Double Dance Lando-T would've swept anyways)
http://replay.pokemonshowdown.com/gen7cap-574143403 vs Mega-Medicham HO

s/o to Broken Phobias for giving me the inspiration for this team from his Arghonaut-Pyroak-LandoT core posted on the Good Cores thread
 
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BP

Beers and Steers
is a Contributor to Smogon
Yo I'm here to drop a team for everyone's enjoyment

Char-X Z-PShot Offense


Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Roost
- Dragon Claw

Serperior @ Leftovers
Ability: Contrary
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
IVs: 1 Atk
- Leaf Storm
- Hidden Power [Fire]
- Dragon Pulse
- Glare

Kerfluffle @ Darkinium Z
Ability: Natural Cure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Parting Shot
- Moonblast
- Focus Blast
- Taunt

Kitsunoh (M) @ Leftovers
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Toxic
- Shadow Strike
- Defog

Volkraken (M) @ Choice Scarf
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Hydro Pump
- Power Gem
- U-turn

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Stealth Rock
- Gyro Ball
- Earthquake
- Hidden Power [Ice]


So this Char-X team is pretty straight forward. Volkraken is my lead 99% of the time and forms a nice U-turn Core with Kitsunoh. Bronzong is a nice Pokemon to switch in and check Ground-types fairly easily which in turn provides Char-X with less threats to worry about. Serperior is able to take care of bulky water types. Kerfluffle is best used to help Char-X set up on opposing Pokemon by Pshotting out.
Replays:
http://replay.pokemonshowdown.com/gen7cap-581222266
http://replay.pokemonshowdown.com/gen7cap-582930534



 
Here's a revised version of the Alolan Ninetales team I posted a while back. Basically just swapped out Pheromosa for Nihilego and made a few other minor changes.


Tomohawk @ Life Orb
Ability: Prankster
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Stealth Rock
- Taunt
- Hurricane
- Aura Sphere

Ninetales-Alola @ Light Clay
Ability: Snow Warning
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Aurora Veil
- Freeze-Dry
- Moonblast
- Encore

Aurumoth @ Wiki Berry
Ability: Illusion
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Bug Buzz
- Psyshock
- Overheat

Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Earthquake

Kerfluffle @ Darkinium Z
Ability: Natural Cure
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Sludge Wave
- Taunt
- Parting Shot

Nihilego @ Choice Scarf
Ability: Beast Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Power Gem
- Sludge Wave
- Hidden Power [Ice]
- Thunderbolt
The game plan with this team is to get up rocks and veil as fast as possible, then immediately start setting up with QD Aurumoth or DD Gyarados. If you can't win the game outright with these two, Kerfluffle provides one of them with full HP and a setup opportunity with Z-Parting Shot. Choice Scarf Nihilego cleans up late-game and revenge kills opposing setup mons if necessary.
http://replay.pokemonshowdown.com/gen7cap-585558646 Room tour finals match vs againa. After the opposing Arghonaut gets worn down, Gyarados has the opportunity to sweep. Parting Shot + Intimidate allows Gyarados to easily set up against a -2 Mega Crucibelle.

http://replay.pokemonshowdown.com/gen7cap-583962391Roulette tour match vs mxmts. A tight match that came down to a damage roll. Shows the team in action regardless.
 

Drapionswing

Eating it up, YUMMY!
is a CAP Contributor Alumnus


Salamence @ Flyinium Z
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Fly
- Outrage
- Earthquake

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 248 HP / 100 Def / 160 SpA
Modest Nature
IVs: 0 Atk
- Fleur Cannon
- Flash Cannon
- Volt Switch
- Aura Sphere

Pyroak @ Leftovers
Ability: Battle Armor
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Synthesis
- Will-O-Wisp
- Giga Drain
- Stealth Rock

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 144 Def / 64 SpD / 52 Spe
Calm Nature
IVs: 0 Atk
- Taunt
- Nature's Madness
- Moonblast
- Defog

Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Focus Blast
- Taunt

Greninja @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Gunk Shot
- Extrasensory
- Hidden Power [Fire]


This is one of my favourite balance teams this gen, it utilises Salamence's spiral capabilities to it's maximum potential. Magearna and Tapu Fini are there to provide useful checks to Salamences checks such as, Keldeo, or Crucibelle. Pyroak is carrying Wisp to prevent zygarde from eating my team, however Misty Terrain does mess that up sometimes. As for the offensive pokemon, Mega Zam and Greninja are used to pair well with Salamence's offensive potential. Mega Zam cleans up late game after Salamence and Greninja is used to wallbreak to make it easier for Mence to sweep.

 



Crucibelle-Mega @ Crucibellite
Ability: Magic Guard
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- U-turn
- Head Smash
- Gunk Shot

Garchomp @ Choice Scarf
Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Earthquake
- Toxic
- Dragon Claw

Volkraken @ Choice Specs
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Power Gem
- Hidden Power [Grass]
- Hydro Pump

Tangrowth @ Assault Vest
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 SpD / 4 Spe
Sassy Nature
- Giga Drain
- Knock Off
- Hidden Power [Ice]
- Earthquake

Magearna @ Assault Vest
Ability: Soul-Heart
EVs: 252 HP / 56 SpA / 200 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Flash Cannon
- Ice Beam
- Fleur Cannon

Tomohawk @ Rocky Helmet
Ability: Prankster
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Roost
- Rapid Spin
- Air Slash
- Haze


This team was made around a volt turn core of mag plus crucibelle to bring in the heavy hitter of specs volkraken. This team had a lot of success for me and It got me up to the late 1500s on ladder. It has a defensive back bone of mag + tomo+ tangrowth.


Replay:
http://replay.pokemonshowdown.com/gen7cap-598612992
http://replay.pokemonshowdown.com/gen7cap-598612992
Cbredit: I cleaned up the formatting here.
 
Last edited by a moderator:

OLD GREGG (im back baby)

old gregg for life
Time to revive this thread and share a team I have had a good bit of success with. I consider it one of the finest I have ever made and it is the best I have made since Sun and Moon have been released. Without further ado here is my team:






Grassy Terrain Double Dragon

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Roost
- Dragon Dance
- Dragon Claw
- Flare Blitz

Tapu Bulu @ Terrain Extender
Ability: Grassy Surge
EVs: 224 HP / 8 Def / 116 SpD / 160 Spe
Careful Nature
- Horn Leech
- Leech Seed
- Taunt
- Toxic

Keldeo @ Waterium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Hydro Pump
- Hidden Power [Ground]
- Calm Mind

Colossoil @ Assault Vest
Ability: Guts
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- High Horsepower
- Knock Off
- Sucker Punch
- Rapid Spin

Mollux @ Black Sludge
Ability: Dry Skin
Shiny: Yes
EVs: 24 HP / 76 Def / 252 SpA / 156 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Recover
- Sludge Bomb
- Lava Plume

Cyclohm @ Leftovers
Ability: Static
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Slack Off
- Ice Beam
- Flamethrower
- Volt Switch


Thought process really simple with this and it turned out pretty effective. The premise is to make the most of Tapu Bulu as a team support with the amazing ability Grassy Terrain. Why is Grassy terrain so amazing? It provides the equivalency of leftovers to grounded Pokemon that are not running leftovers. It also hinders Ground type moves by halving the damage of Earthquake which just happens to be one of the most used attacks in the entire game of pokemon due to Earthquake's good power and reliability. This reduction of EQ damage and recovery combined really gives the team a level of bulk and resilience that just would not be there without the support Tapu Bulu provides. The team can struggle with more offensively inclined teams since the fastest speed you hit before setting up Charizard is 108 but a lot of the faster threats in CAP can be subdued with clever play. Grassy Terrain does a lot for Cyclohm, Mollux, and Charizard X basically invalidating stuff like Landorus, Garchomp, or Colossoil as good checks to these pokemon.


I mean look at this damage calculation:
252+ Atk Choice Band Landorus-Therian Earthquake vs. 252 HP / 252+ Def Cyclohm in Grassy Terrain: 186-222 (44.2 - 52.8%) -- guaranteed 3HKO after Leftovers recovery and Grassy Terrain recovery

^ That is the hardest hitting EQ in the entire game without a Stat boost... just look at it!


Kerfluffle needs to be played against cautiously... without a healthy Mollux in the back you basically have to keep Charizard from Mega Evolving to keep the Fairy resistance in tact until Kerfluffle is subdued. Colossoil runs High Horsepower>Earthquake because High Horsepower doesn't care about Grassy Terrain, allowing me to throw out strong Ground moves while hindering the opponent's Earthquakes. Bulu's effort value spread isn't optimized but does hit some important numbers, such as being faster than uninvested Lando and avoiding the 2HKO from defensive Tomohawk's Air Slash the majority of the time, only a 3.1% chance to 2HKO which gives me room to Toxic or Leech Seed most of the time. Tapu Bulu's wall breaking prowess is ignored here in favor of more versatile attackers. Keldeo punches massive holes after a CM with Waterium-Z plus between Secret Sword and HP Ground good luck finding a switch-in. Colossoil provides a lot of utility via hazard removal, strong priority, and item removal. Mollux puts the rocks on top of being a fantastic glue. Mollux has effort values to hit hard, have a bit of extra bulk, and be faster than zero speed Colossoil.



REPLAYS:
http://replay.pokemonshowdown.com/gen7cap-644029962



Will add more later.
 
Last edited:
Time to revive this thread and share a team I have had a good bit of success with. I consider it one of the finest I have ever made and it is the best I have made since Sun and Moon have been released. Without further ado here is my team:






Grassy Terrain Double Dragon

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Roost
- Dragon Dance
- Dragon Claw
- Flare Blitz

Tapu Bulu @ Terrain Extender
Ability: Grassy Surge
EVs: 224 HP / 8 Def / 116 SpD / 160 Spe
Careful Nature
- Horn Leech
- Leech Seed
- Taunt
- Toxic

Keldeo @ Waterium Z
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Hydro Pump
- Hidden Power [Ground]
- Calm Mind

Colossoil @ Assault Vest
Ability: Guts
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 SpD
Adamant Nature
- High Horsepower
- Knock Off
- Sucker Punch
- Rapid Spin

Mollux @ Black Sludge
Ability: Dry Skin
Shiny: Yes
EVs: 24 HP / 76 Def / 252 SpA / 156 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Recover
- Sludge Bomb
- Lava Plume

Cyclohm @ Leftovers
Ability: Static
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Slack Off
- Ice Beam
- Flamethrower
- Volt Switch


Thought process really simple with this and it turned out pretty effective. The premise is to make the most of Tapu Bulu as a team support with the amazing ability Grassy Terrain. Why is Grassy terrain so amazing? It provides the equivalency of leftovers to grounded Pokemon that are not running leftovers. It also hinders Ground type moves by halving the damage of Earthquake which just happens to be one of the most used attacks in the entire game of pokemon due to Earthquake's good power and reliability. This reduction of EQ damage and recovery combined really gives the team a level of bulk and resilience that just would not be there without the support Tapu Bulu provides. The team can struggle with more offensively inclined teams since the fastest speed you hit before setting up Charizard is 108 but a lot of the faster threats in CAP can be subdued with clever play. Grassy Terrain does a lot for Cyclohm, Mollux, and Charizard X basically invalidating stuff like Landorus, Garchomp, or Colossoil as good checks to these pokemon.


I mean look at this damage calculation:
252+ Atk Choice Band Landorus-Therian Earthquake vs. 252 HP / 252+ Def Cyclohm in Grassy Terrain: 186-222 (44.2 - 52.8%) -- guaranteed 3HKO after Leftovers recovery and Grassy Terrain recovery

^ That is the hardest hitting EQ in the entire game without a Stat boost... just look at it!


Kerfluffle needs to be played against cautiously... without a healthy Mollux in the back you basically have to keep Charizard from Mega Evolving to keep the Fairy resistance in tact until Kerfluffle is subdued. Colossoil runs High Horsepower>Earthquake because High Horsepower doesn't care about Grassy Terrain, allowing me to throw out strong Ground moves while hindering the opponent's Earthquakes. Bulu's effort value spread isn't optimized but does hit some important numbers, such as being faster than uninvested Lando and avoiding the 2HKO from defensive Tomohawk's Air Slash the majority of the time, only a 3.1% chance to 2HKO which gives me room to Toxic or Leech Seed most of the time. Tapu Bulu's wall breaking prowess is ignored here in favor of more versatile attackers. Keldeo punches massive holes after a CM with Waterium-Z plus between Secret Sword and HP Ground good luck finding a switch-in. Colossoil provides a lot of utility via hazard removal, strong priority, and item removal. Mollux puts the rocks on top of being a fantastic glue. Mollux has effort values to hit hard, have a bit of extra bulk, and be faster than zero speed Colossoil.
My dude nice team but diancie mega utterly destroys it bar bulu and maybe colossoil, which a partner such as tomohawk can handle both quite easily
 

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