Phase 1
I didn't bring anything extremely innovative outside out of a few tweaks on known sets.
Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Stealth Rock
-
Thunder Wave
- Fire Blast
- Explosion
Standard lead Azelf with Thunder Waver over Taunt. I like this variant because it does a good job at crippling pokemons like Aero or scarfers like Hydreigon or Nihilego. Those tend to be the main form of speed control on teams so making them unable to outspeed anything early on tends to benefit offensive teams which are obviously annoyed by fast threats.
Nihilego @ Life Orb
Ability: Beast Boost
EVs: 84 HP / 172 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Thunderbolt
- Grass Knot
- Stealth Rock
Quite an uncommon Nihilego set, I felt like I rarely needed Power Gem so I put Grass Knot to lure Hippodown and Seismitoad. The EVs allow Beast Boost to rise Speed after a kill which can also be quite helpful late game. I've always liked SR users that are able to lure opposing rockers as trading rocks is still something that happens quite frequantly. This takes advantages of this specific scenario to lure opposing rockers on the turn they use SR.
Phase 2
Didn't innovate a whole lot here either but I brought a few sets that more or less fell off the radar.
Kyurem @ Choice Specs
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Ice Beam
- Earth Power
- Focus Blast
I had noticed that bugzinator mostly used bulky balanced teams which often seemed rather weak to strong wallbreakers. Kyurem isn't used much so I thought its raw power could catch him off guard and collect a few kills. Not much to explain, this takes advantage of passive mons to fire a few hits off and switching into it is very hard.
Togekiss @ Fairium Z
Ability: Serene Grace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Dazzling Gleam
- Roost
This works the exact same as the set lcans posted but this one hits harder stuff that are weak or neutal to fairies. Works well if something else can take care of steel types.
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 108 Def / 152 Spe
Impish Nature
- Substitute
- Protect
- Toxic
- Earthquake
Everyone knows what this does but it remains extremely effective. I like using this if some of the team members appreciate having stuff like Rotom-Wash and Aero being heavily weakened.
Latias @ Dragonium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Draco Meteor
- Psychic
- Hidden Power [Fire]
Fantastic wallbreaker which hasnt been used much either. CM Dragonium is usually expected to carry Roost as its last move but I like HP Fire for obvious reasons. This set has always been very effective for me and I've been using it ever since UU open begun.
Phase 3
Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Trick
- Will-O-Wisp
I've never liked that set until I tried using it myself. This rotom can lure many threats that assume they'll be faster. It is extremely annoying to beat for offensive teams, especially if it's paired with a Pursuit user. This worked very well in both of the games I used it in so yeah it was suprisingly effective for me.
Infernape @ Fightinium Z
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Focus Blast
- Fire Blast
- Vacuum Wave
Yet another set that everyone knows but doesnt expect because it is barely used at all. Pair this with a Pursuit trapper for Lati and watch opposing bulky teams fall apart.
I've never been big on innovations but overall I still feel like my teams turned out to be very solid and reliable which is something I'm rather proud of. Feel free to ask questions about the teams that I used or about a sets that I posted and please share what you've used if you played or helped a player in Snake.