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Top ranked-ladder builds published at season end — most include full sets and the original build article.
The team is built around pushing Mega Floette through Tailwind with only one Mega slot, relying on non-Mega fillers to patch up bad matchups. This season's main goal was finding a non-Mega Fire-type to replace Mega Charizard Y, landing on Chandelure: Shadow Ball lets it shave Mega Venusaur into Mega Floette's KO range in rain, Heat Wave handles everything else, and the Focus Sash lets it survive a hit to threaten Will-O-Wisp or another attack — and unlike a Mega, missing Heat Wave doesn't hurt as badly. The standard lead is Garchomp or Chandelure alongside Whimsicott, with Mega Floette and Maushold or Kingambit in the back; Whimsicott runs Mental Herb to outmaneuver opposing Tailwind leads. Wide Lens Maushold was added specifically to blitz the Grimmsnarl rain + Mega Venusaur core on turn one. The author's takeaway: Chandelure proved a valid Mega Charizard Y replacement, but after this sBuild article →
Source: バトルデータベース チャンピオンズ · GameWith
After a disappointing Season M-2 with Mega Delphox, the author identified the core problem as insufficient overall team power and over-reliance on a single ace, then rebuilt around Mega Delphox + Kingambit as a dual-ace standard team for Season M-3. The primary gameplan is to lead Mega Delphox alongside Scarfed Garchomp, winning games by spamming Heat Wave + Earthquake; Kingambit with Black Glasses serves as the hidden second ace, capable of ending games solo after a Swords Dance. Mega Delphox's Encore is highlighted as a key disruption tool that punishes opponents who use Protect or setup moves like Calm Mind. The team's acknowledged weaknesses are Fairy- and Fighting-type coverage running through the squad, and the Mega Aerodactyl + Kingambit + Sylveon + Farigiraf core gave the author significant trouble late in the season.Build article →
The team is built around pushing Mega Floette through Tailwind with only one Mega slot, relying on non-Mega fillers to patch up bad matchups. This season's main goal was finding a non-Mega Fire-type to replace Mega Charizard Y, landing on Chandelure: Shadow Ball lets it shave Mega Venusaur into Mega Floette's KO range in rain, Heat Wave handles everything else, and the Focus Sash lets it survive a hit to threaten Will-O-Wisp or another attack — and unlike a Mega, missing Heat Wave doesn't hurt as badly. The standard lead is Garchomp or Chandelure alongside Whimsicott, with Mega Floette and Maushold or Kingambit in the back; Whimsicott runs Mental Herb to outmaneuver opposing Tailwind leads. Wide Lens Maushold was added specifically to blitz the Grimmsnarl rain + Mega Venusaur core on turn one. The author's takeaway: Chandelure proved a valid Mega Charizard Y replacement, but after this sBuild article →
The team started from a desire to use Charizard as the centerpiece of something fresh. Incineroar was added for its strong special bulk, Intimidate support to give Charizard room to move, and natural synergy under sun with boosted Flare Blitz. To add surprise, Pelipper and Archaludon were brought in as a sun-and-rain duo: Charizard fires high-powered Weather Ball under sun, while Archaludon uses Stamina to tank incoming Rock Slides under Intimidate and rain, then closes out games; Archaludon also splits coverage with Charizard along physical vs. special lines, handling Floette, Sylveon, and opposing Charizard while Charizard handles the rest. Venusaur with Life Orb adds Poison-type pressure and checks Swampert, and Choice Scarf Hydreigon speed-controls Blastoise and Delphox matchups while Snarl deters opposing special attackers from coming in freely. The author notes the team has wide coBuild article →
The author usually plays Triples but built this Doubles team around Belly Drum plus Imprison. Azumarill sets up Belly Drum while Mimikyu carries Imprison; the plan is to wreck the field with Azumarill's boosted Aqua Jet or spread moves, then sweep with the action-guaranteed Mimikyu's Shadow Sneak and Basculegion's Aqua Jet. When Imprison-only teams stalled out, Mega Gardevoir came in to nearly OHKO with Hyper Voice, and the Focus Sash Basculegion got jammed in as a reliable all-purpose piece. The last slot is self-destructing Snorlax, led alongside Gardevoir: protect Gardevoir, explode, and the game is usually over. The author notes five of six carry priority, which makes early tempo strong, but the team is type-skewed with almost no speed control and struggles against dual-screen Archaludon, Farigiraf, Kingambit, and Sinistcha users, plus rain teams.Build article →
This is a doubles Trick Room team built around three cores: Mega Malamar, Maushold and Mega Mawile. The author just wanted to try Mega Malamar seriously, heard Maushold paired well, and ran it. Malamar's Contrary makes stat drops useless against it while its own attacks keep boosting its power, a debuff-proof Trick Room engine the author jokingly calls White Rider Calyrex. It's weak only to Fairy and Bug with no resisted types, so it's easy to pilot; it's Adamant, not Brave, to outspeed Archaludon. Maushold holds Wide Lens so Population Bomb sweeps huge numbers, and the two complement each other perfectly, Malamar covers Steel, Ghost and Intimidate with Dark and Fighting hits, Maushold handles Fairy. The usual lead is Population Bomb plus Trick Room, which looks like Follow Me plus TR so opponents hesitate to Protect. Sinistcha manages HP for Malamar and Mawile, Whimsicott is Malamar's sBuild article →
This is a doubles team whose core idea is using Grimmsnarl's Fake Tears to buff both Mega Staraptor and a special attacker at once. Mega Staraptor's Contrary turns stat drops into boosts, so hitting it with Fake Tears actually powers it up, ideal for doubles. Grimmsnarl runs Fake Out, Fake Tears, Parting Shot, and Foul Play: since moves are hidden in ladder, opponents fear screens and hesitate to Protect, letting Fake Out plus Close Combat gain free tempo. Sinistcha heals Staraptor via Parting Shot and carries Trick Room as a counter to Tailwind. Choice Scarf Gholdengo pairs with Fake Tears for fast big hits and covers the Fairy and Basculegion that Staraptor fears. The second Mega is Mega Pyroar, handling Mega Floette, Mega Charizard Y, and Mega Froslass, with Torkoal setting sun for power. He says Fake Out plus Trick Room farmed easy early wins; the biggest weakness is defensive Mega DBuild article →
The author wanted the huge payoff of setup moves without it becoming a coin-flip against the opponent, so he settled on a survival Overqwil running Minimize plus Stockpile, and packed three-plus Prankster mons around it. Lead Meowstic uses Skill Swap to hand Prankster to Overqwil so it sets up first, and the Intimidate that comes back drops the foe's Attack two stages. Backup Prankster Klefki and Sableye then copy the built-up boosts with Me First-style replication to spread out crit-death risk; Sableye Mega-evolves and copies via Foul Play. Klefki closes with Calm Mind plus Stored Power. Life Orb Grimmsnarl answers single threats like Kingambit and Basculegion, and Mega Blastoise is a self-contained Shell Smash backup. He admits the four core mons are too specialized, so matchups that counter them just lose, and he never found a satisfying answer for the last two slots.Build article →
A doubles newcomer's fortress team that finished 725th at 2215. The plan: use Mega Audino's Simple Beam to flip Overqwil to the Simple ability, then stack Minimize (four evasion steps) and Stockpile (two Def/Sp. Def each) to build an unbreakable fortress in four turns, after which Mimikyu copies the whole boost pile with Me First-style Copycat and adds Bright Powder evasion to seal the win. Audino also sets Trick Room; Mimikyu (100% pick) copies safely thanks to Disguise and heals with Drain Punch, while Overqwil brings Leftovers, Intimidate and Prankster immunity plus few weaknesses. Leads split by weather: sunny runs Hisuian Zoroark disguised as Overqwil to fake out and disrupt with Rain Dance/Taunt/Will-O-Wisp; rain uses Whimsicott to snap the weather to sun first; sand uses Incineroar for Intimidate and burns. The author says non-Prankster Taunt, Dragon Tail/Whirlwind, teams pairing Build article →