HoopsspooH
ZARDOZ
Bird Up BO (Pretend there are like 50 eagles here)
I get to use the same set for VOTW and team building, fun. Used this team for RULT and I think that it’s still pretty valid in a non-Hoopa meta. My team building has been criticized one to many times because of non-existant ground immunities, so now we have 3 immunities and a resist, so take that ig. Anyways, here’s my explanation for each of the sets and spreads.
: I pretty much built around Cress and Breloom for this team, as I thought they were pretty good into the Molt-Hippo-Cyc core my opponent had been using. This is the most cream of the crop Cress set you can imagine, just CM/Moonlight/SP/MB. I have a pretty customized spread, running max HP, 52 Defense, 64 SpAtk, 140 Speed and a Bold Nature. 140 Speed lets you outspeed 96 Speed invested Moltres, 64 SpAtk to OHKO Hippo from full after 3 CMs and the rest dumped into Defense. Would the Hippo scenario ever happen, probably not but let me have my cool spreads. Cress is very easy to sweep with, and with the removal of Hoopa-U from the tier it’s even better at its job. Tera Poison gets rid of the threat of toxic, even if it is extremely rare right now, and neutralizes the threat of U-Turn and Knock Off chipping you down.
: I was using this as my main Hoopa-U check at the time, but it’s so naturally bulky specially that i’ve found that it works great as a Thundy-T check, especially with the decrease in NP variants in favor of Knock FB ones. RestTalk A-Muk sits on that variant as well as most other special attackers and spreads status with ease. I’ve been running Tera Water as just a naturally good defensive typing. Very nice glue for the team in general that makes progress for Cress or Loom late game.
: I was very tired of building with Cyclizar and wanted to branch out into other options, but didn’t want to give up the great speed tier that it had, so I decided my best bet was Dollar Store Moltres. Defog is needed for hazard removal, and I figured that the team wasn’t to weak to hazard as it was, so Talonflame was a nice emergency option against play styles like hazard stack if spikes started racking up, or if Mence got knocked. BB was to threaten Cyclizar if it wanted to try and spin on me, which does around 50% to it, U-Turn was very nice for pivoting, and I found the utility of it to be generally more useful than WoW, I figured I could fish for burns against any of the prevalent pivoters in the tier. Roost is obvious as I need recovery when I don’t get free health just for switching. I run Tera Ground on my bird to try and fight back a potential Thundurus sweep, which is definitely possible with my lack of speed on the team, so with Tera Ground I’m able to land at least 2 BBs for upwards of 50%, if they decide not to go for the Tera Blast then you can kill as +2 Grass Knot isn’t doing enough to kill even after recoil. The spread is slightly edited from my original one to outrun AV Cyclizar by one point, allowing for more investment into Attack and SpDef
: A Bird Up BO needs birds, and I only have one right now, so here’s the second. Empo is pretty much my comfort mon right now, as I find that its job as a Rocks setter and tank is very easy to work with. Empo acts as my secondary check to Thundy-T after tera, as well as another punisher to stray u-turns with Rocky Helmet. It does get walled by Volc, however the rest of the team makes up for the weakness in the set. Tera Ghost helps against the aforementioned Thundurus-T, as well as fighters and stuff like Maushold if it does ever get knocked.
: My main abuser of Hippo/Cyc/Molt, I find Breloom to be legitimately very good in the tier and it has distinct advantages over other options for fighting types. I really wanted a way to threaten Hippo that allowed for Cress to sweep endgame, and I found that Breloom was the best at that role. Bullet Seed puts Hippo in a situation where it either needs to Roar you out to deny an SD, but risk a Bullet Seed doing massive damage, or switch out and risk an SD ending the game instantly. Tera Fire allows for you to become immune to Burn from Moltres, as well as tank any fire moves as well. Max Speed and a Jolly nature is to potentially outspeed Moltres without needing to take damage from it in the process.
: Mence is the main physically defensive blanket for the team, leveraging intimidate to make its average defensive stat much greater. I’m running fully Special Mence with Flamethrower to not have to potentially miss hurricanes against things like Coba, as well as being generally good against other steels. The defensive investment was originally for CB Gapdos, but I remembered that Defiant was an ability, so now it’s just for better bulk against things like Coba and other physical attackers that can threaten big damage even through the -1 from intimidate. Tera Steel gives you a resistance to Fairies and Ices, proving useful against things like Fezandipiti or Ice Beam Empo.
https://replay.pokemonshowdown.com/smogtours-gen9ru-755482
Here’s a game of the team if you want to figure out how to use it outside of just blobs of text.
I get to use the same set for VOTW and team building, fun. Used this team for RULT and I think that it’s still pretty valid in a non-Hoopa meta. My team building has been criticized one to many times because of non-existant ground immunities, so now we have 3 immunities and a resist, so take that ig. Anyways, here’s my explanation for each of the sets and spreads.
: I pretty much built around Cress and Breloom for this team, as I thought they were pretty good into the Molt-Hippo-Cyc core my opponent had been using. This is the most cream of the crop Cress set you can imagine, just CM/Moonlight/SP/MB. I have a pretty customized spread, running max HP, 52 Defense, 64 SpAtk, 140 Speed and a Bold Nature. 140 Speed lets you outspeed 96 Speed invested Moltres, 64 SpAtk to OHKO Hippo from full after 3 CMs and the rest dumped into Defense. Would the Hippo scenario ever happen, probably not but let me have my cool spreads. Cress is very easy to sweep with, and with the removal of Hoopa-U from the tier it’s even better at its job. Tera Poison gets rid of the threat of toxic, even if it is extremely rare right now, and neutralizes the threat of U-Turn and Knock Off chipping you down.
: I was using this as my main Hoopa-U check at the time, but it’s so naturally bulky specially that i’ve found that it works great as a Thundy-T check, especially with the decrease in NP variants in favor of Knock FB ones. RestTalk A-Muk sits on that variant as well as most other special attackers and spreads status with ease. I’ve been running Tera Water as just a naturally good defensive typing. Very nice glue for the team in general that makes progress for Cress or Loom late game.
: I was very tired of building with Cyclizar and wanted to branch out into other options, but didn’t want to give up the great speed tier that it had, so I decided my best bet was Dollar Store Moltres. Defog is needed for hazard removal, and I figured that the team wasn’t to weak to hazard as it was, so Talonflame was a nice emergency option against play styles like hazard stack if spikes started racking up, or if Mence got knocked. BB was to threaten Cyclizar if it wanted to try and spin on me, which does around 50% to it, U-Turn was very nice for pivoting, and I found the utility of it to be generally more useful than WoW, I figured I could fish for burns against any of the prevalent pivoters in the tier. Roost is obvious as I need recovery when I don’t get free health just for switching. I run Tera Ground on my bird to try and fight back a potential Thundurus sweep, which is definitely possible with my lack of speed on the team, so with Tera Ground I’m able to land at least 2 BBs for upwards of 50%, if they decide not to go for the Tera Blast then you can kill as +2 Grass Knot isn’t doing enough to kill even after recoil. The spread is slightly edited from my original one to outrun AV Cyclizar by one point, allowing for more investment into Attack and SpDef
: A Bird Up BO needs birds, and I only have one right now, so here’s the second. Empo is pretty much my comfort mon right now, as I find that its job as a Rocks setter and tank is very easy to work with. Empo acts as my secondary check to Thundy-T after tera, as well as another punisher to stray u-turns with Rocky Helmet. It does get walled by Volc, however the rest of the team makes up for the weakness in the set. Tera Ghost helps against the aforementioned Thundurus-T, as well as fighters and stuff like Maushold if it does ever get knocked.
: My main abuser of Hippo/Cyc/Molt, I find Breloom to be legitimately very good in the tier and it has distinct advantages over other options for fighting types. I really wanted a way to threaten Hippo that allowed for Cress to sweep endgame, and I found that Breloom was the best at that role. Bullet Seed puts Hippo in a situation where it either needs to Roar you out to deny an SD, but risk a Bullet Seed doing massive damage, or switch out and risk an SD ending the game instantly. Tera Fire allows for you to become immune to Burn from Moltres, as well as tank any fire moves as well. Max Speed and a Jolly nature is to potentially outspeed Moltres without needing to take damage from it in the process.
: Mence is the main physically defensive blanket for the team, leveraging intimidate to make its average defensive stat much greater. I’m running fully Special Mence with Flamethrower to not have to potentially miss hurricanes against things like Coba, as well as being generally good against other steels. The defensive investment was originally for CB Gapdos, but I remembered that Defiant was an ability, so now it’s just for better bulk against things like Coba and other physical attackers that can threaten big damage even through the -1 from intimidate. Tera Steel gives you a resistance to Fairies and Ices, proving useful against things like Fezandipiti or Ice Beam Empo.
https://replay.pokemonshowdown.com/smogtours-gen9ru-755482
Here’s a game of the team if you want to figure out how to use it outside of just blobs of text.
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