stringzzz
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As I've seen on here, not that many people are even doing the ranked battles anymore, but I decided I wanted to see the team builds and strategies of people that actually are doing them.
My experience so far is that they are now allowing several mons that I hadn't even seen prior to taking part in this season, so I often have no idea how to handle them. I was Master Ball rank in the previous season, so I started out season 8 midway through rank 9. That being said, it's been so brutal for me that even after about 50 battles, I still haven't gotten to Master Ball rank. XD
The following is my current team for this season. Yes, using ghost types only is somewhat of a disadvantage, but I like using a theme team like this, so I won't be changing that. Also, assume all IVs are flawless minus the hindered stat:
MacaroniGWC (Gholdengo)
EVs: 244 HP/244 Def/20 Spd
Nature: Bold (Corrected by mint)
Ability: Good as Gold
Tera: Steel
Hold Item: Leftovers
Moves: Make It Rain/Thunder Wave/Hex/Recover
Strategy: Use Make It Rain if super effective or if Hex is not very effective or no effect. Otherwise, if applicable, Thunder Wave and then Hex. Recover if needed. Terastalize to Steel sometimes, to avoid ghost weakness. When facing another stall-ish type, use maxed out PP to advantage and try to out-stall them. Once did this and won by the last criteria after a time-out, my opponent must have been furious, lol.
WrathGWC (Hisuian Zoroark)
EVs: 252 SpAtk/252 Spd/ 6 HP
Nature: Timid
Ability: Illusion
Tera: Fighting
Hold Item: Life Orb
Moves: Shadow Ball/Hyper Voice/Flamethrower/Tera Blast
Strategy: I originally thought the Illusion ability was more of a novelty thing to kind of just throw off my opponent, but found out something more when facing one my opponent had. Not only does it disguise itself as one of my other team members, but when my opponent goes to choose a move, the effectiveness of the moves shown is the effectiveness for the Pokemon Illusion is copying. Since I use a ghost team, oftentimes my opponent will use a ghost move, which does nothing against the part Normal type Hisuian Zoroark. If pulled off correctly, this means I can end up with a free turn while they waste one using a move that has no effect. I'm still trying to work out how to use this one correctly, since it is a newly added team member, but it seems it definitely adds an extra, annoying level of confusion, possibly giving my team a slight edge. Aside from that, natural STAB for Shadow Ball and Hyper Voice. Flamethrower for annoying steel types. In some cases, Terastalizing to Fighting type and using Tera Blast is applicable, notably when dealing with Dark types since it also removes the Dark weakness. All in all, this Pokemon can't really take a hit, in general. Not sure if something better than Life Orb could be given to it, but I did so to make up for it's lack of special attack boost, since its nature is Timid instead to boost its speed.
ShadyKong (Annihilape)
EVs: 238 HP/20 Atk/252 Spd
Nature: Jolly
Ability: Vital Spirit (No sleepy time!)
Tera: Steel
Hold Item: Shell Bell
Moves: Rage Fist/Drain Punch/Bulk Up/Taunt
Strategy: If I know my opponent is going to use some non-attack move, I will typically use Taunt with the hopes of getting it in before that and negating it. Best case scenario is when facing a Toxapex who has no actual attack moves, forcing it to use Struggle, which is hilarious. A good player will just then switch it out, if possible, however. Aside from that, I will typically use Bulk Up for at least one turn. Boost attack and defense, survive the next hit (hopefully), then often use Rage Fist with now 100 base power + STAB. Otherwise, use Drain Punch with Shell Bell and prolong its life. I really like this Pokemon's setup, lovely bulk, it's been really great for my team.
MajestyGWC (Flutter Mane)
Evs: 252 SpAtk/252 Spd/ 6 SpDef
Nature: Modest (Corrected by mint)
Ability: Protosynthesis
Tera: Normal
Hold Item: Booster Energy
Moves: Shadow Ball/Moonblast/Mystical Fire/Energy Ball
Strategy: Natural STAB for Shadow Ball and Moonblast, default to Moonblast if nothing super-effective. Mystical Fire to deal with Steel types. Energy Ball for super-effective special attack against Garganacl, Dondozo, and Azumarill, among others. Terastalize to Normal to avoid ghost moves, especially if facing another Flutter Mane, the results of which are often satisfying. Booster energy for the special attack stat boost. This one is pretty straightforward.
PainGWC (Dragapult)
Evs: 252 Atk/252 Spd/ 6 HP
Nature: Jolly
Ability: Clear Body (Mostly Useless)
Tera: Normal
Hold Item: Focus Sash
Moves: Phantom Force/Dragon Darts/Psychic Fangs/Assurance
Strategy: Phantom Force is practically useless, since my opponent almost always just switches to something that can survive the hit or endure it without a scratch. Dragon Darts STAB can be great, especially as a Focus Sash buster. Psychic Fangs comes in handy sometimes. Assurance? Not sure why I chose this one, pretty useless, probably has a better choice for this 4th move. Focus Sash ensures survival from a hit unless my opponent set up something annoying involving minuscule damage, will often switch to this from my lead yielding the Choice Scarf to avoid getting stuck with a move that doesn't fit the situation. Normal Terastalize to avoid a fatal hit from a ghost move. I generally like this one, it has served me well.
ZorGWC (Ceruledge)
Evs: 252 Atk/252 Spd/ 6 HP
Nature: Adamant
Ability: Flash Fire
Tera: Fighting
Hold Item: Choice Scarf
Moves: Shadow Claw/Bitter Blade/Close Combat/Dragon Claw
Strategy: This is the real star player of my team, it is typically my lead. While I'm not a big fan of the Choice item's single move restriction, the speed boost is essential for this as a lead. Natural STAB Shadow Claw is useful for other ghosts and some others, with the added bonus of possibly getting a crit hit, but I don't rely on gambling moves like that. STAB Bitter Blade is also viable, though it's HP restoring aspect is rarely useful. If I can get a super effective hit on my opponent with Close Combat, especially if it's their lead, especially if it's next move would likely take out Ceruledge (Such as Dark type, Knock-Off, etc.), I will definitely Terastalize it to Fighting type and get the STAB on it while possibly surviving the next attack. Dragon Claw... Rarely ever useful, not sure if something else would be more viable for it. It is often unexpected, at least. It's rarely happened, but if I know my opponent is going to use a Fire move, I can switch this one in and get a free turn.
So, that's the rundown of it for my Season 8 Team. I am hoping to see others' team builds if they are participating in these ranked battles, it would be interesting to see how they chose to build theirs. It would be nice to hear how successful others have been in this season as well, anyone reach Master Ball rank yet? Also, I would be happy to hear any suggestions for my own team, as I'm sure it could be improved in many ways that I'm just not seeing right now. As mentioned earlier, however, I will not be using any non-ghost types, this is just my thing and I refuse to change it. 8P
My experience so far is that they are now allowing several mons that I hadn't even seen prior to taking part in this season, so I often have no idea how to handle them. I was Master Ball rank in the previous season, so I started out season 8 midway through rank 9. That being said, it's been so brutal for me that even after about 50 battles, I still haven't gotten to Master Ball rank. XD
The following is my current team for this season. Yes, using ghost types only is somewhat of a disadvantage, but I like using a theme team like this, so I won't be changing that. Also, assume all IVs are flawless minus the hindered stat:
Spoiler:
MacaroniGWC (Gholdengo)
EVs: 244 HP/244 Def/20 Spd
Nature: Bold (Corrected by mint)
Ability: Good as Gold
Tera: Steel
Hold Item: Leftovers
Moves: Make It Rain/Thunder Wave/Hex/Recover
Strategy: Use Make It Rain if super effective or if Hex is not very effective or no effect. Otherwise, if applicable, Thunder Wave and then Hex. Recover if needed. Terastalize to Steel sometimes, to avoid ghost weakness. When facing another stall-ish type, use maxed out PP to advantage and try to out-stall them. Once did this and won by the last criteria after a time-out, my opponent must have been furious, lol.
WrathGWC (Hisuian Zoroark)
EVs: 252 SpAtk/252 Spd/ 6 HP
Nature: Timid
Ability: Illusion
Tera: Fighting
Hold Item: Life Orb
Moves: Shadow Ball/Hyper Voice/Flamethrower/Tera Blast
Strategy: I originally thought the Illusion ability was more of a novelty thing to kind of just throw off my opponent, but found out something more when facing one my opponent had. Not only does it disguise itself as one of my other team members, but when my opponent goes to choose a move, the effectiveness of the moves shown is the effectiveness for the Pokemon Illusion is copying. Since I use a ghost team, oftentimes my opponent will use a ghost move, which does nothing against the part Normal type Hisuian Zoroark. If pulled off correctly, this means I can end up with a free turn while they waste one using a move that has no effect. I'm still trying to work out how to use this one correctly, since it is a newly added team member, but it seems it definitely adds an extra, annoying level of confusion, possibly giving my team a slight edge. Aside from that, natural STAB for Shadow Ball and Hyper Voice. Flamethrower for annoying steel types. In some cases, Terastalizing to Fighting type and using Tera Blast is applicable, notably when dealing with Dark types since it also removes the Dark weakness. All in all, this Pokemon can't really take a hit, in general. Not sure if something better than Life Orb could be given to it, but I did so to make up for it's lack of special attack boost, since its nature is Timid instead to boost its speed.
ShadyKong (Annihilape)
EVs: 238 HP/20 Atk/252 Spd
Nature: Jolly
Ability: Vital Spirit (No sleepy time!)
Tera: Steel
Hold Item: Shell Bell
Moves: Rage Fist/Drain Punch/Bulk Up/Taunt
Strategy: If I know my opponent is going to use some non-attack move, I will typically use Taunt with the hopes of getting it in before that and negating it. Best case scenario is when facing a Toxapex who has no actual attack moves, forcing it to use Struggle, which is hilarious. A good player will just then switch it out, if possible, however. Aside from that, I will typically use Bulk Up for at least one turn. Boost attack and defense, survive the next hit (hopefully), then often use Rage Fist with now 100 base power + STAB. Otherwise, use Drain Punch with Shell Bell and prolong its life. I really like this Pokemon's setup, lovely bulk, it's been really great for my team.
MajestyGWC (Flutter Mane)
Evs: 252 SpAtk/252 Spd/ 6 SpDef
Nature: Modest (Corrected by mint)
Ability: Protosynthesis
Tera: Normal
Hold Item: Booster Energy
Moves: Shadow Ball/Moonblast/Mystical Fire/Energy Ball
Strategy: Natural STAB for Shadow Ball and Moonblast, default to Moonblast if nothing super-effective. Mystical Fire to deal with Steel types. Energy Ball for super-effective special attack against Garganacl, Dondozo, and Azumarill, among others. Terastalize to Normal to avoid ghost moves, especially if facing another Flutter Mane, the results of which are often satisfying. Booster energy for the special attack stat boost. This one is pretty straightforward.
PainGWC (Dragapult)
Evs: 252 Atk/252 Spd/ 6 HP
Nature: Jolly
Ability: Clear Body (Mostly Useless)
Tera: Normal
Hold Item: Focus Sash
Moves: Phantom Force/Dragon Darts/Psychic Fangs/Assurance
Strategy: Phantom Force is practically useless, since my opponent almost always just switches to something that can survive the hit or endure it without a scratch. Dragon Darts STAB can be great, especially as a Focus Sash buster. Psychic Fangs comes in handy sometimes. Assurance? Not sure why I chose this one, pretty useless, probably has a better choice for this 4th move. Focus Sash ensures survival from a hit unless my opponent set up something annoying involving minuscule damage, will often switch to this from my lead yielding the Choice Scarf to avoid getting stuck with a move that doesn't fit the situation. Normal Terastalize to avoid a fatal hit from a ghost move. I generally like this one, it has served me well.
ZorGWC (Ceruledge)
Evs: 252 Atk/252 Spd/ 6 HP
Nature: Adamant
Ability: Flash Fire
Tera: Fighting
Hold Item: Choice Scarf
Moves: Shadow Claw/Bitter Blade/Close Combat/Dragon Claw
Strategy: This is the real star player of my team, it is typically my lead. While I'm not a big fan of the Choice item's single move restriction, the speed boost is essential for this as a lead. Natural STAB Shadow Claw is useful for other ghosts and some others, with the added bonus of possibly getting a crit hit, but I don't rely on gambling moves like that. STAB Bitter Blade is also viable, though it's HP restoring aspect is rarely useful. If I can get a super effective hit on my opponent with Close Combat, especially if it's their lead, especially if it's next move would likely take out Ceruledge (Such as Dark type, Knock-Off, etc.), I will definitely Terastalize it to Fighting type and get the STAB on it while possibly surviving the next attack. Dragon Claw... Rarely ever useful, not sure if something else would be more viable for it. It is often unexpected, at least. It's rarely happened, but if I know my opponent is going to use a Fire move, I can switch this one in and get a free turn.
So, that's the rundown of it for my Season 8 Team. I am hoping to see others' team builds if they are participating in these ranked battles, it would be interesting to see how they chose to build theirs. It would be nice to hear how successful others have been in this season as well, anyone reach Master Ball rank yet? Also, I would be happy to hear any suggestions for my own team, as I'm sure it could be improved in many ways that I'm just not seeing right now. As mentioned earlier, however, I will not be using any non-ghost types, this is just my thing and I refuse to change it. 8P
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