don't think there's gonna be any tours soon so imma share one of the better & one of my favorite teams ive built this gen
https://pokepast.es/4afd5df4ae69cdfe specs zapdos fly return
this team has underwent many drafts, whether it would be through mons/set changes. the paste above is the most recent version, though as the meta progresses, experimenting is definitely encouraged. even in the current meta i can think of many different set changes but ill go through those later. this is the first flying team i built w/o goltres (and the first time i realized you can actually afford to drop it), and i think it started the no goltres on flying trend. basically the way i see it is goltres can be unnecessary and makes some games easier (this is a whole other topic in itself so if ur that curious you can reach out to me personally and ill try to respond). i dont think u need a breaker of goltres' nature to beat things in the current meta (this team hard loses to glowking poison lol) and instead u can beat ppl through slowly making progress, while making sure you don't fall behind in the process. i do think this team can be difficult to use and i do advise at least thinking about what you would do vs certain teams ahead of time if you haven't used this before to reduce mistakes in the actual game so you don't spend your timer thinking about useless stuff. in other words, using your brain really helps when using this :x
members:
- dd boltbeam coverage dnite owns the other flyings and you're always gonna want to have real strong flying counterplay of some sort as its the best type and will be for a long time.
- corv handles the non sableye darks well and serves as a switch in to most of the stuff on steel, along with potentially pp stalling subtox aegi if they dont spdef drop you constantly. bpress + ihead is used so kyurem doesn't sub up on your life savings as well as be decently annoying to fairy (all it really does is pressure clef but it works on this regardless). occa is for hydreigon and maybe heatran if it gets that desperate. mostly for hydrei tho
- specs zapdos makes a return! ground and dragon can't switch in 70% of the time and provides some form of speed to the team. all around great breaker, static fishing is great, and many more. also since this team lacks a goltres, something super annoying vs psy is appreciated and this synergizes well with tornt since its gonna be knocking off the av on glowking, freeing up tbolt spam
- landot is the defogger, something specs zap + tornt especially is gonna appreciate throughout the game. toxic makes you not useless vs other electric flys that aren't running sub.
- tornt in my eyes is the most underrated mon on flying. its speed tier is amazing and justifies the lack of a scarfer on the team as long as you have a great defensive backbone. i use av as opposed to the usual boots as it can be a decent check to stuff like nidoking and hydreigon. even staying in vs thundt's to knock them is greatly appreciated. gknot is a cool tech for mamoswines that think they're safe by just crashing but even if they switch its not like ground is switching into it anyway. basically, specs hurricane as ur ground counterplay is the complete opposite of reliable so this is a nice option especially if ur opponent doesn't see it coming. another great trait tornt has is that it gets both knock off + heat wave + regenerator, making 1/2 things on the team that heavily annoy steel.
- auto steela but with a twist. flame + eq is hard for steel to switch into and if you play well you can pretty much solo ice with this thing since flame + flash is all you need. leftovers is there for longevity, no need for ebelt when you do enough damage to everything and no meteor beam since the other moves are too valuable. this can also serve as a progress maker of some sort vs fairy. though it is worth noting that you can't mindlessly click flash cannon at certain points if there is a fini + they know ur set, gotta double to specs zapdos on it and keep pressure the whole game with volt.
other options:
- stealth rock / protect / knock off > uturn on landot - uturn is pretty expendable and any of the other moves in theory are better, just didn't put them in the paste since i haven't tested any of them.
- heavy slam/giga steela + some different move on tornt > grass knot (optional) OR boots with something over grass knot still (maybe taunt? tox?) + wacan > occa on corv + some move good vs steel on lando > uturn - this is a great way in counteracting the rise in shell smash cloysters. as long as you break the sash before steela is in you just recover a good amount of health for steela to still be annoying to rain. what giga steela also means is is that you now have a second mon on the team that ground can't switch into well (aside from hippowdon i guess) which may allow you to remove gknot on torn. ive messed around with the idea of icy wind with a bulkier spread but not really necessary. ice counterplay now sucks so wacan helps with arctozolt.
...basically, changing the steela from offensive to defensive changes the team composition pretty significantly and the things i listed probably don't even scratch the surface of possibilities so don't feel obligated to change to the options above and adjust accordingly
- wacan > occa - arctozolt is still understandably a pain so this should help vs it if you are struggling to make the celesteela work before the arctozolt just bolt beam coverages you for the entire game, perhaps this is the best option if ice usage gets that obnoxious
- a bulker tornt spread > current - this would really just be 248 hp, same speed, rest in spdef or spa. 244 spa makes the gknot roll vs non av mamo not cringe but a bulkier spread is technically better vs everything else so.. yea
- max speed dnite (remove from attack, put all into speed + jolly) - if u want to have no friends and at least tie w the other bolt beam dnites
enjoy!
https://pokepast.es/4afd5df4ae69cdfe specs zapdos fly return
this team has underwent many drafts, whether it would be through mons/set changes. the paste above is the most recent version, though as the meta progresses, experimenting is definitely encouraged. even in the current meta i can think of many different set changes but ill go through those later. this is the first flying team i built w/o goltres (and the first time i realized you can actually afford to drop it), and i think it started the no goltres on flying trend. basically the way i see it is goltres can be unnecessary and makes some games easier (this is a whole other topic in itself so if ur that curious you can reach out to me personally and ill try to respond). i dont think u need a breaker of goltres' nature to beat things in the current meta (this team hard loses to glowking poison lol) and instead u can beat ppl through slowly making progress, while making sure you don't fall behind in the process. i do think this team can be difficult to use and i do advise at least thinking about what you would do vs certain teams ahead of time if you haven't used this before to reduce mistakes in the actual game so you don't spend your timer thinking about useless stuff. in other words, using your brain really helps when using this :x
members:
- dd boltbeam coverage dnite owns the other flyings and you're always gonna want to have real strong flying counterplay of some sort as its the best type and will be for a long time.
- corv handles the non sableye darks well and serves as a switch in to most of the stuff on steel, along with potentially pp stalling subtox aegi if they dont spdef drop you constantly. bpress + ihead is used so kyurem doesn't sub up on your life savings as well as be decently annoying to fairy (all it really does is pressure clef but it works on this regardless). occa is for hydreigon and maybe heatran if it gets that desperate. mostly for hydrei tho
- specs zapdos makes a return! ground and dragon can't switch in 70% of the time and provides some form of speed to the team. all around great breaker, static fishing is great, and many more. also since this team lacks a goltres, something super annoying vs psy is appreciated and this synergizes well with tornt since its gonna be knocking off the av on glowking, freeing up tbolt spam
- landot is the defogger, something specs zap + tornt especially is gonna appreciate throughout the game. toxic makes you not useless vs other electric flys that aren't running sub.
- tornt in my eyes is the most underrated mon on flying. its speed tier is amazing and justifies the lack of a scarfer on the team as long as you have a great defensive backbone. i use av as opposed to the usual boots as it can be a decent check to stuff like nidoking and hydreigon. even staying in vs thundt's to knock them is greatly appreciated. gknot is a cool tech for mamoswines that think they're safe by just crashing but even if they switch its not like ground is switching into it anyway. basically, specs hurricane as ur ground counterplay is the complete opposite of reliable so this is a nice option especially if ur opponent doesn't see it coming. another great trait tornt has is that it gets both knock off + heat wave + regenerator, making 1/2 things on the team that heavily annoy steel.
- auto steela but with a twist. flame + eq is hard for steel to switch into and if you play well you can pretty much solo ice with this thing since flame + flash is all you need. leftovers is there for longevity, no need for ebelt when you do enough damage to everything and no meteor beam since the other moves are too valuable. this can also serve as a progress maker of some sort vs fairy. though it is worth noting that you can't mindlessly click flash cannon at certain points if there is a fini + they know ur set, gotta double to specs zapdos on it and keep pressure the whole game with volt.
other options:
- stealth rock / protect / knock off > uturn on landot - uturn is pretty expendable and any of the other moves in theory are better, just didn't put them in the paste since i haven't tested any of them.
- heavy slam/giga steela + some different move on tornt > grass knot (optional) OR boots with something over grass knot still (maybe taunt? tox?) + wacan > occa on corv + some move good vs steel on lando > uturn - this is a great way in counteracting the rise in shell smash cloysters. as long as you break the sash before steela is in you just recover a good amount of health for steela to still be annoying to rain. what giga steela also means is is that you now have a second mon on the team that ground can't switch into well (aside from hippowdon i guess) which may allow you to remove gknot on torn. ive messed around with the idea of icy wind with a bulkier spread but not really necessary. ice counterplay now sucks so wacan helps with arctozolt.
...basically, changing the steela from offensive to defensive changes the team composition pretty significantly and the things i listed probably don't even scratch the surface of possibilities so don't feel obligated to change to the options above and adjust accordingly
- wacan > occa - arctozolt is still understandably a pain so this should help vs it if you are struggling to make the celesteela work before the arctozolt just bolt beam coverages you for the entire game, perhaps this is the best option if ice usage gets that obnoxious
- a bulker tornt spread > current - this would really just be 248 hp, same speed, rest in spdef or spa. 244 spa makes the gknot roll vs non av mamo not cringe but a bulkier spread is technically better vs everything else so.. yea
- max speed dnite (remove from attack, put all into speed + jolly) - if u want to have no friends and at least tie w the other bolt beam dnites
enjoy!