This team is an updated/alternative version of an already very successful team I made up including Porygon2. The original team can be found here: https://www.smogon.com/forums/threads/gen-2-ou-denial-duck-offense.3720371/
The original team was a very good option for a more balanced offensive team that could fairly safely scout, and often wall, various Snorlax sets. The team had one very, very annoying sub-par matchup, however: baton pass. While the original team was still GENERALLY favoured in the match-up against BP, it was really only about 60-40 odds and required some less-than-ideal movesets to even achieve that. Having a weaker matchup against a team that can completely negate your ability to properly leverage skill can be annoying, and I experience this first-hand for a few nights when roughly 40% of my matchups were against full blown BP teams. While I could sit on the forums all day whining about BP, I've decided to instead wipe up my bitch-boy tears and take matters into my own hands. This team is a direct response to all that BP has put me through; this team is Porygon's revenge.
The Team:
Snorlax @ Leftovers
- Double-Edge
- Earthquake
- Rest
- Sleep Talk
Zapdos @ Leftovers
IVs: 26 Def
- Thunder
- Hidden Power [Ice]
- Sleep Talk
- Rest
Cloyster @ Leftovers
- Surf
- Toxic
- Spikes
- Explosion
Gengar @ Leftovers
- Thunderbolt
- Ice Punch
- Hypnosis
- Explosion
Nidoking (M) @ Leftovers
- Earthquake
- Ice Beam
- Flamethrower/(Thunder)
- Roar
Porygon2 @ Leftovers
- Return
- Curse
- Ice Beam
- Recover
Rather than rehashing the purpose of all of the mons on this team, I'll just go over the changes and what they achieve.
Snorlax: Now serves as a sleep absorber, all purpose special wall and general damage dealer. As previously stated, Porygon2 frees up Lax a lot by reducing the risk of a (typically less than) 50-50 curse war. This set is intended to deal with Jynx and Nidoking (along with other sleepers) more reliably, but also avoids giving free switch-ins to ghost types.
Cloyster: I changed this to the standard set. This moveset was arguably already the better choice, but on this team style I think it is by far the winner. Starmie will have more opportunities to come in on this team and this Lax variant will struggle to smash through teams as easily (especially Forrey-Skarm-Kou), so wearing it down with toxic will be more necessary. This set will also help to keep curse T-Tar variants at bay.
Nidoking (Replacement for Raikou): A bit squishy as a phazer, but this is less of an issue with Pory and sleep assist. Nidoking does an excellent job of phasing BP via an electric immunity and stab EQ for Jolteon, a bug type resistance and 4x stab for Scizor, ice beam for cleaning up and keeping out Marowak, and, while imperfect, a resist to Machamp's cross chop will likely force it into using EQ, which will whiff on a Zap switch in. Nidoking has the additional benefit of serving as a pretty effective cleaner, allowing it to clean up the remnants of a broken up BP team with relative ease. Another (small) sneaky benefit against BP is that many people will assume that they have lovely kiss checked with miracle berry, only to be surprised when they are phased out by roar. Outside of this roll, Nidoking is obviously just a very nice mixed sweeper and, crucially, comes with a toxic and electric immunity that will give it plenty of opportunities against common stall team options, such as Missy, Forrey, and Skarm.
Zapdos: With Nidoking handling the role of phasing, Zapdos is free to switch from being a mediocre offensive phaser to an ungodly special threat that refuses to go down.
---
Nidoking and the BP matchup:
With lead rest-talk Lax and Cloyster + Nidoking in the back, you pretty much cover all options for BP. Here are some examples:
Double Edge into T1 Belly Drum -> Smeargle Dead
T1 Spore -> Switch to Nidoking for lockout (mostly regardless of pass variant)
Double Edge into T1 Agility (crit dodged) into T2 spore -> T3 Cloyster switch to (fairly) safely KO or scare out a non-attack-boosted Wak w/ surf.
Double Edge into T1 Agility (crit dodged) into T2 Pass to Wak (eats double edge) -> T3 Cloyster switch to challenge Wak after the swords dance. This is more or less the highest risk highest reward outcome for the BP user, as they have about a 30% chance to win on the spot with rockslide hit w/ either a flinch or crit, but will get absolutely obliterated the other 70% of the time, losing their main sweeper and being left with a beat up Smeargle only to weaken a mon that will just go boom anyway.
As you can see, this combo has a fairly strong chance to beat BP even in the worst case scenario, while being incredibly strong against the typical T1 spore play. Nidoking even has options to avoid destiny bond Smeargle by simply chipping it or freezing it and then following up with roar when it is too weak to safely get back in. The opponent won't be able to keep the passers in against Nidoking, but every time they switch to an intended BP recipient in order to challenge Nidoking, they will have to take a decently strong hit.
Move Slot Considerations:
Flamethrower on Nidoking will likely be controversial, and for good reason. Without thunder, Starmie will have a hay day switching in on Nidoking. The obviousness of this can be exploited with smart double switches, but this is questionable. My main argument for flamethrower is that it helps Nidoking to make rest-curse Heracross think twice about trying to break through Nido and will discourage Forrey from coming in to threaten with boom. With Starmie being poisoned, para won't be as relevant with the thunder hit and having a 30% chance to give Starmie a free in after putting in so much effort to chipping it with toxic and spikes is annoying. Thunder does solve a bit of the issue of the prediction game when going to slap Skarmory (against stall teams with Starmie), but even a correct prediction will only count 70% of the time, which I find annoying. Thunder does obviously donk Cloyster as well, but Cloyster will likely be a little conservative on switching in at first given the standard set, and flamethrower will allow a safer cleanup on Cloyster once it has been chipped.
Fireblast on Nidoking is an option as well, but I personally prefer the consistency of flamethrower, both in terms of accuracy and PP. Unfortunately, Fireblast has a secondary effect when you miss where it deals 100% recoil damage to your soul, and this is just too much for me.
Lovely kiss, Fireblast, or Thunder over rest on Lax could be an interesting option for catching your opponent off-guard, but this could backfire pretty hard by severely hindering your catch all special wall's longevity. Alternatively, one could swap out earthquake for curse, but this is fairly exploitable by ghosts (and Jynx), both against offense and against stall. For many offensive teams, this choice really isn't an option (as role compression for dealing with curse Lax is required), but with this team, it isn't as forced. This helps take some of the pressure off of your Snorlax and, crucially, prevents an over-reliance on Lax from being exploited (via wall-breaking SD Snorlax sets and other booms).
Hypnosis and ice punch on Gengar is fairly important for providing reliable outs against various threats that may surprise the team. One noteworthy threat which is only partially accounted for is DE-Curse-Thunder-Rest Lax, which not only beats Pory 1 vs 1, but can exploit it by cursing up before revealing the set. In these instances, Gengar will be the go to switch in order to sleep the Lax (via hypnosis or rest) or attempt to freeze it, thus allowing it to be phased or dealt with in some other way. Pory can challenge or play around curse body slam sets on Lax (by intentionally eating a toxic or cursing up early, for example), but this is both risky and exploitable, and so Gengar is useful for providing a backup option for when this goes wrong as well.
The original team was a very good option for a more balanced offensive team that could fairly safely scout, and often wall, various Snorlax sets. The team had one very, very annoying sub-par matchup, however: baton pass. While the original team was still GENERALLY favoured in the match-up against BP, it was really only about 60-40 odds and required some less-than-ideal movesets to even achieve that. Having a weaker matchup against a team that can completely negate your ability to properly leverage skill can be annoying, and I experience this first-hand for a few nights when roughly 40% of my matchups were against full blown BP teams. While I could sit on the forums all day whining about BP, I've decided to instead wipe up my bitch-boy tears and take matters into my own hands. This team is a direct response to all that BP has put me through; this team is Porygon's revenge.
The Team:
Snorlax @ Leftovers
- Double-Edge
- Earthquake
- Rest
- Sleep Talk
Zapdos @ Leftovers
IVs: 26 Def
- Thunder
- Hidden Power [Ice]
- Sleep Talk
- Rest
Cloyster @ Leftovers
- Surf
- Toxic
- Spikes
- Explosion
Gengar @ Leftovers
- Thunderbolt
- Ice Punch
- Hypnosis
- Explosion
Nidoking (M) @ Leftovers
- Earthquake
- Ice Beam
- Flamethrower/(Thunder)
- Roar
Porygon2 @ Leftovers
- Return
- Curse
- Ice Beam
- Recover
Rather than rehashing the purpose of all of the mons on this team, I'll just go over the changes and what they achieve.
Snorlax: Now serves as a sleep absorber, all purpose special wall and general damage dealer. As previously stated, Porygon2 frees up Lax a lot by reducing the risk of a (typically less than) 50-50 curse war. This set is intended to deal with Jynx and Nidoking (along with other sleepers) more reliably, but also avoids giving free switch-ins to ghost types.
Cloyster: I changed this to the standard set. This moveset was arguably already the better choice, but on this team style I think it is by far the winner. Starmie will have more opportunities to come in on this team and this Lax variant will struggle to smash through teams as easily (especially Forrey-Skarm-Kou), so wearing it down with toxic will be more necessary. This set will also help to keep curse T-Tar variants at bay.
Nidoking (Replacement for Raikou): A bit squishy as a phazer, but this is less of an issue with Pory and sleep assist. Nidoking does an excellent job of phasing BP via an electric immunity and stab EQ for Jolteon, a bug type resistance and 4x stab for Scizor, ice beam for cleaning up and keeping out Marowak, and, while imperfect, a resist to Machamp's cross chop will likely force it into using EQ, which will whiff on a Zap switch in. Nidoking has the additional benefit of serving as a pretty effective cleaner, allowing it to clean up the remnants of a broken up BP team with relative ease. Another (small) sneaky benefit against BP is that many people will assume that they have lovely kiss checked with miracle berry, only to be surprised when they are phased out by roar. Outside of this roll, Nidoking is obviously just a very nice mixed sweeper and, crucially, comes with a toxic and electric immunity that will give it plenty of opportunities against common stall team options, such as Missy, Forrey, and Skarm.
Zapdos: With Nidoking handling the role of phasing, Zapdos is free to switch from being a mediocre offensive phaser to an ungodly special threat that refuses to go down.
---
Nidoking and the BP matchup:
With lead rest-talk Lax and Cloyster + Nidoking in the back, you pretty much cover all options for BP. Here are some examples:
Double Edge into T1 Belly Drum -> Smeargle Dead
T1 Spore -> Switch to Nidoking for lockout (mostly regardless of pass variant)
Double Edge into T1 Agility (crit dodged) into T2 spore -> T3 Cloyster switch to (fairly) safely KO or scare out a non-attack-boosted Wak w/ surf.
Double Edge into T1 Agility (crit dodged) into T2 Pass to Wak (eats double edge) -> T3 Cloyster switch to challenge Wak after the swords dance. This is more or less the highest risk highest reward outcome for the BP user, as they have about a 30% chance to win on the spot with rockslide hit w/ either a flinch or crit, but will get absolutely obliterated the other 70% of the time, losing their main sweeper and being left with a beat up Smeargle only to weaken a mon that will just go boom anyway.
As you can see, this combo has a fairly strong chance to beat BP even in the worst case scenario, while being incredibly strong against the typical T1 spore play. Nidoking even has options to avoid destiny bond Smeargle by simply chipping it or freezing it and then following up with roar when it is too weak to safely get back in. The opponent won't be able to keep the passers in against Nidoking, but every time they switch to an intended BP recipient in order to challenge Nidoking, they will have to take a decently strong hit.
Move Slot Considerations:
Flamethrower on Nidoking will likely be controversial, and for good reason. Without thunder, Starmie will have a hay day switching in on Nidoking. The obviousness of this can be exploited with smart double switches, but this is questionable. My main argument for flamethrower is that it helps Nidoking to make rest-curse Heracross think twice about trying to break through Nido and will discourage Forrey from coming in to threaten with boom. With Starmie being poisoned, para won't be as relevant with the thunder hit and having a 30% chance to give Starmie a free in after putting in so much effort to chipping it with toxic and spikes is annoying. Thunder does solve a bit of the issue of the prediction game when going to slap Skarmory (against stall teams with Starmie), but even a correct prediction will only count 70% of the time, which I find annoying. Thunder does obviously donk Cloyster as well, but Cloyster will likely be a little conservative on switching in at first given the standard set, and flamethrower will allow a safer cleanup on Cloyster once it has been chipped.
Fireblast on Nidoking is an option as well, but I personally prefer the consistency of flamethrower, both in terms of accuracy and PP. Unfortunately, Fireblast has a secondary effect when you miss where it deals 100% recoil damage to your soul, and this is just too much for me.
Lovely kiss, Fireblast, or Thunder over rest on Lax could be an interesting option for catching your opponent off-guard, but this could backfire pretty hard by severely hindering your catch all special wall's longevity. Alternatively, one could swap out earthquake for curse, but this is fairly exploitable by ghosts (and Jynx), both against offense and against stall. For many offensive teams, this choice really isn't an option (as role compression for dealing with curse Lax is required), but with this team, it isn't as forced. This helps take some of the pressure off of your Snorlax and, crucially, prevents an over-reliance on Lax from being exploited (via wall-breaking SD Snorlax sets and other booms).
Hypnosis and ice punch on Gengar is fairly important for providing reliable outs against various threats that may surprise the team. One noteworthy threat which is only partially accounted for is DE-Curse-Thunder-Rest Lax, which not only beats Pory 1 vs 1, but can exploit it by cursing up before revealing the set. In these instances, Gengar will be the go to switch in order to sleep the Lax (via hypnosis or rest) or attempt to freeze it, thus allowing it to be phased or dealt with in some other way. Pory can challenge or play around curse body slam sets on Lax (by intentionally eating a toxic or cursing up early, for example), but this is both risky and exploitable, and so Gengar is useful for providing a backup option for when this goes wrong as well.
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