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All Gens Enigimmick Teams

Discussion in 'Public Teams' started by Enigami, Sep 21, 2016.

  1. Enigami

    Enigami Moderator

    Joined:
    Apr 24, 2015
    Messages:
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    I guess it's about time I started posting teams. I like exploring and testing off-beat strategies and Pokemon, so I often build 'gimmick teams' trying to figure out how to maximize the strength of those strategies and Pokemon. This thread is mostly going to focus on these teams, though I'll also try to include some standard teams for lower tiers where new players might not be sure where to start.

    RBY 1U/OU: Porygon C

    My third iteration of the RBY 1U/OU Cancerduck team. Using Porygon teams exclusively on an alt on Showdown has reached #21 on ladder with 1513 points and 84.6% GXE so far, and has gotten me a couple tournament wins, so I think I've demonstrated Porygon is actually usable. This can be an effective team, but be aware Porygon is quite passive and somewhat dependent on being matched up against non-Amnesia Lax or Gengar.

    [​IMG]
    - Blizzard
    - Thunderbolt
    - Thunder Wave
    - Recover

    Originally I had Alakazam as a lead, but when I switched out Golem for Lax, I opted for Starmie so the team handled Ices, Waters and Rocks better, and since I had Golem, Jolteon and Zapdos wouldn't be a problem either. Also provides a secondary switch to AmnesiaLax and check to TobyBro.


    [​IMG]
    - Ice Beam
    - Flash
    - Thunder Wave
    - Recover

    The Cancerduck itself. I made this set on a whim to test a theory that one could use Porygon as a way to permanently shut out most varieties of Snorlax out of the game while Chansey is free to take paralysis and wall special attackers without worrying about Snorlax. Additionally, it also can wall Gengar, beat Tauros 1v1 (unless the Tauros gets extremely lucky), and with good prediction and a lot of guts switch into Tauros' Hyper Beam, cripple it, then wall it. Surprisingly, it's proven quite effective provided it avoids paralysis like the plague and is matched up against non-Amnesia Snorlax. I find Flash important for speed control (reducing the stats of a paralyzed Pokemon further reduces their speed), helping Chansey and Starmie wall Amnesia Snorlax, and generally just being annoying, but replacing it with Reflect, Thunderbolt, or Tri Attack (weak as it is, it 3HKOs Zam/Jynx and can potentially break paralyzed Chansey if it has to) are also options should you find Flash distasteful.


    [​IMG]
    - Ice Beam
    - Thunderbolt
    - Thunder Wave
    - Soft-Boiled

    Chansey of course, because if you're not using Chansey there is absolutely no reason to run Porygon. I just run standard Chansey, but Sing might be a good option for backup sleep.


    [​IMG]
    - Earthquake
    - Rock Slide
    - Body Slam
    - Explosion

    My earlier iterations ran standard Snorlax here, but I didn't like how threatening Zapdos could be to the team so I swapped it out for Golem.


    [​IMG]
    - Sleep Powder
    - Double-Edge
    - Psychic
    - Explosion

    Exeggutor for its usual function. I prefer Double-Edge especially because every other mon can paralyze (3 with Thunder Wave, 2 with Body Slam), but it can easily be swapped out for Stun Spore, Egg Bomb or Mega Drain if you want.


    [​IMG]
    - Body Slam
    - Earthquake
    - Hyper Beam
    - Blizzard

    Standard Tauros. Nothing else to say.
    Starmie
    - Blizzard
    - Thunderbolt
    - Thunder Wave
    - Recover

    Cancerduck (Porygon)
    - Ice Beam
    - Flash
    - Thunder Wave
    - Recover

    Chansey
    - Ice Beam
    - Thunderbolt
    - Thunder Wave
    - Soft-Boiled

    Golem
    - Earthquake
    - Rock Slide
    - Body Slam
    - Explosion

    Tauros
    - Body Slam
    - Earthquake
    - Hyper Beam
    - Blizzard

    Exeggutor
    - Sleep Powder
    - Double-Edge
    - Psychic
    - Explosion

    RBY 1U/OU: Low Kick Machamp

    My attempt at maximizing Machamp's effectiveness in RBY 1U/OU. This was made after checking the math and theorizing that Low Kick is more effective on Machamp than Submission in 1U/OU so that I could put theory to practice. If you're adamant about using the Champ this team is probably the best you can have.

    [​IMG]
    - Psychic
    - Seismic Toss
    - Thunder Wave
    - Recover

    Standard Lead Alakazam. Trading paralysis with other Psychic-type leads helps Machamp avoid being forced out or getting wrecked by them.


    [​IMG]
    - Low Kick
    - Earthquake
    - Body Slam
    - Counter

    The Champ is here, in all it's mediocrity. Low Kick 2HKOs Chansey without recoil, still inflicts respectable damage against Normal-, Ice- and Rock-types, and comes with a nifty 30% flinch chance. Submission can be used over Low Kick if you want power over hax potential and don't mind 80% accuracy or recoil. Earthquake wrecks Gengar and provides a strong reliable attack which also covers Psychic-types that resist its STAB. Body Slam is for chipping STAB + Earthquake resists and paralyzing threatening switch-ins such as Starmie. I use Counter for its last slot to punish predicted Hyper Beams, but there are some other options. Rock Slide to hit Zapdos and Dragonite harder, Fire Blast to chip Exeggutor (be ABSOLUTELY sure that the opponent doesn't have a Starmie before using Fire Blast, a burned Starmie is the last thing you want), and Hyper Beam to finish off weakened Pokemon are all workable options.


    [​IMG]
    - Thunderbolt
    - Pin Missile
    - Double Kick
    - Thunder Wave

    Probably the most important teammate for Machamp. Jolteon covers Slowbro, Starmie, Zapdos and can paralyze the other Psychics, which happens to be everything Machamp wants in a teammate, while Machamp helps to cover Golem, Rhydon and other physical attackers in return.


    [​IMG]
    - Sleep Powder
    - Stun Spore
    - Psychic
    - Explosion

    Standard Exeggutor, which also just happens to benefit Jolteon and Machamp with its Ground and Psychic resistances.


    [​IMG]
    - Seismic Toss
    - Reflect
    - Thunder Wave
    - Soft-Boiled

    Raish Chansey helps the team deal with Snorlax, as otherwise you're mostly limited to Machamp as a switch-in which can lose if it gets paralyzed by Body Slam. Shout outs to Peasounay for suggesting this set, originally this was just standard Boltbeam Chansey.

    [​IMG]
    - Body Slam
    - Earthquake
    - Blizzard
    - Hyper Beam

    Tauros.
    Alakazam
    - Psychic
    - Seismic Toss
    - Thunder Wave
    - Recover

    Machamp
    - Low Kick
    - Earthquake
    - Body Slam
    - Counter

    Jolteon
    - Thunderbolt
    - Pin Missile
    - Double Kick
    - Thunder Wave

    Exeggutor
    - Sleep Powder
    - Stun Spore
    - Psychic
    - Explosion

    Tauros
    - Body Slam
    - Earthquake
    - Blizzard
    - Hyper Beam

    Chansey
    - Seismic Toss
    - Reflect
    - Thunder Wave
    - Soft-Boiled

    ADV 2U: Smeargle Suicide Lead [WIP]

    I'm not happy with the full team outside of Smeargle + Haunter, but on paper I think the concept should work. Set up spikes, use Haunter to keep up spikes against the standard sets of Houndoom/spinners and nullify Normal-type and Ground-type attacks with prediction when possible, use heavy hitters to force switches and wear down the enemy team.

    [​IMG]
    Item: Mental Herb
    Ability: Own Tempo
    EVs: 72 HP / 220 SpD / 216 Spe
    Careful Nature
    - Spore
    - Spikes
    - Explosion
    - Mirror Coat

    Pretty straight forward: Put the opposing lead to sleep, throw down Spikes, then find a target to explode on. EVs outspeed Adamant Breloom while also avoiding the OHKO from Houndoom's 252+ Fire Blast, and the Mental Herb prevents Taunt from being used to stop it from setting up. Lead Houndoom is very dangerous, as a burn can KO and Early Bird can cause Houndoom to wake up and finish off Smeargle immediately after taking sleep, but if you catch Fire Blast with Mirror Coat you instantly OHKO Houndoom and can find an opening later to set up spikes. STAB Explosion inflicts a fair bit of damage despite Smeargle's base 20 Attack, so once its job is done find a good spot to boom and focus on using Haunter to keep spikes down.


    [​IMG]
    Item: Leftovers
    Ability: Levitate
    EVs: 252 HP / 40 Def / 64 SpD / 152 Spe
    Timid Nature
    IVs: 2 Atk / 30 Def / 30 SpA
    - Thunderbolt
    - Hidden Power [Water]
    - Will-O-Wisp
    - Protect

    Anti-meta Spinblocker, designed for beating the common sets for spinners Donphan and Cloyster while being capable of forcing Houndoom into a 50/50 instead of being complete Pursuit bait. HP Water is primarily for threatening Donphan and Houndoom, while Thunderbolt 2HKOs Cloyster. With 152 Spe EVs Haunter outspeeds and 2HKOs standard Houndoom after spikes daamge. Will-O-Wisp provides support by crippling physical attackers, and Protect scouts the opponent's moves, gives an extra turn of Leftovers recovery and works with Will-O-Wisp to rack up extra burn damage.


    [​IMG]
    Item: Choice Band
    Ability: Intimidate
    EVs: 4 HP / 252 Atk / 252 Spe
    Naughty Nature
    - Double-Edge
    - Earthquake
    - Hidden Power [Ghost]
    - Rock Tomb

    Somewhat standard Tauros, with Rock Tomb to 2HKO Defensive Moltres.


    [​IMG]
    Item: Choice Band
    Ability: Clear Body
    EVs: 116 HP / 252 Atk / 140 Spe
    Adamant Nature
    - Rock Slide
    - Earthquake
    - Superpower
    - Explosion

    Originally this slot was Choice Band Rhydon, but I swapped it with Regirock so it wasn't as easily forced out by Waters.


    [​IMG]
    Item: Lum Berry
    Ability: Inner Focus
    EVs: 252 Atk / 100 SpD / 156 Spe
    Lonely Nature
    - Wing Attack
    - Earthquake
    - Hidden Power [Rock]
    - Dragon Dance

    DD Dragonite with HP Rock to nail Articuno and Moltres, and also 2HKOs Cloyster after spikes damage.


    [​IMG]
    Item: Leftovers
    Ability: Swift Swim
    EVs: 120 HP / 252 SpA / 136 Spe
    Modest Nature
    IVs: 2 Atk
    - Rain Dance
    - Hidden Power [Dragon]
    - Substitute
    - Surf

    Basic Rain Dance Kingdra. Dragon Breath could be used over HP Dragon, trading a bit of power for the 30% paralysis chance.
    Smeargle @ Mental Herb
    Ability: Own Tempo
    EVs: 72 HP / 220 SpD / 216 Spe
    Careful Nature
    - Spore
    - Spikes
    - Explosion
    - Protect

    Haunter @ Leftovers
    Ability: Levitate
    EVs: 252 HP / 40 Def / 64 SpD / 152 Spe
    Timid Nature
    IVs: 2 Atk / 30 Def / 30 SpA
    - Thunderbolt
    - Hidden Power [Water]
    - Will-O-Wisp
    - Protect

    Tauros @ Choice Band
    Ability: Intimidate
    EVs: 4 HP / 252 Atk / 252 Spe
    Naughty Nature
    - Double-Edge
    - Earthquake
    - Hidden Power [Ghost]
    - Rock Tomb

    Regirock @ Choice Band
    Ability: Clear Body
    EVs: 116 HP / 252 Atk / 140 Spe
    Adamant Nature
    - Rock Slide
    - Earthquake
    - Superpower
    - Explosion

    Dragonite @ Lum Berry
    Ability: Inner Focus
    EVs: 252 Atk / 100 SpD / 156 Spe
    Lonely Nature
    - Wing Attack
    - Earthquake
    - Hidden Power [Rock]
    - Dragon Dance

    Kingdra @ Leftovers
    Ability: Swift Swim
    EVs: 120 HP / 252 SpA / 136 Spe
    Modest Nature
    IVs: 2 Atk
    - Rain Dance
    - Hidden Power [Dragon]
    - Substitute
    - Surf


    Standard Teams

    Magmar
    - Fire Blast
    - Psychic
    - Body Slam
    - Hyper Beam

    Seadra
    - Surf
    - Blizzard
    - Substitute
    - Rest

    Seaking
    - Surf
    - Ice Beam
    - Double-Edge
    - Rest

    Drowzee
    - Psychic
    - Seismic Toss
    - Hypnosis
    - Thunder Wave

    Dragonair
    - Agility
    - Wrap
    - Thunderbolt
    - Blizzard

    Vileplume
    - Sleep Powder
    - Stun Spore
    - Body Slam
    - Mega Drain
    Hypno
    - Psychic
    - Hypnosis
    - Thunder Wave
    - Rest

    Omastar
    - Hydro Pump
    - Blizzard
    - Body Slam
    - Seismic Toss

    Kadabra
    - Psychic
    - Seismic Toss
    - Thunder Wave
    - Recover

    Staryu
    - Blizzard
    - Thunderbolt
    - Thunder Wave
    - Recover

    Raichu
    - Thunderbolt
    - Surf
    - Seismic Toss
    - Thunder Wave

    Moltres
    - Fire Blast
    - Fire Spin
    - Agility
    - Hyper Beam
    Exeggutor @ Miracle Berry
    Level: 5
    IVs: 28 Atk / 28 Def
    - Sleep Powder
    - Psychic
    - Thief
    - Explosion

    Raichu @ Gold Berry
    Level: 5
    IVs: 24 Atk
    - Thunderbolt
    - Hidden Power [Ground]
    - Surf
    - Thief

    Dugtrio @ Gold Berry
    Level: 5
    - Earthquake
    - Rock Slide
    - Sludge Bomb
    - Substitute

    Scizor @ Gold Berry
    Level: 5
    IVs: 24 Atk
    - Agility
    - Baton Pass
    - Steel Wing
    - Hidden Power [Ground]

    Slowking @ Gold Berry
    Level: 5
    Shiny: Yes
    IVs: 16 HP / 20 Def / 20 SpA / 20 SpD / 20 Spe
    - Earthquake
    - Shadow Ball
    - Surf
    - Belly Drum

    Flareon @ Gold Berry
    Level: 5
    - Fire Blast
    - Zap Cannon
    - Shadow Ball
    - Sleep Talk
    Dugtrio @ Gold Berry
    Level: 5
    IVs: 28 Atk
    - Earthquake
    - Hidden Power [Electric]
    - Sludge Bomb
    - Substitute

    Jolteon @ Gold Berry
    Level: 5
    IVs: 28 Atk / 24 Def
    - Thunderbolt
    - Hidden Power [Fire]
    - Growth
    - Substitute

    Flareon @ Gold Berry
    Level: 5
    - Fire Blast
    - Shadow Ball
    - Zap Cannon
    - Sleep Talk

    Vaporeon @ Gold Berry
    Level: 5
    - Surf
    - Ice Beam
    - Hidden Power [Electric]
    - Roar

    Scizor @ Gold Berry
    Level: 5
    IVs: 26 Atk / 26 Def
    - Hidden Power [Bug]
    - Swords Dance
    - Pursuit
    - Protect

    Exeggutor @ Gold Berry
    Level: 5
    IVs: 28 Atk / 28 Def
    - Sleep Powder
    - Hidden Power [Grass]
    - Psychic
    - Explosion
     
    Last edited: Oct 1, 2016
    Peasounay likes this.
  2. Enigami

    Enigami Moderator

    Joined:
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    Added a new RBY 1U team, Low Kick Machamp. This one was fun to make and play with. I wouldn't suggest bringing this to tournament matches though.
     

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