Other OU Teambuilding Competition V5 (Round 7: Voting)

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Taken over from CZ. Approved by Haunter


credits to justinjiaxinghu :D

OU Teambuilding Competition V5

Hi. CZ. went MIA, so I was given approval to get this project running again. By now you should know what this project is, but if you don't for whatever reason, I'll briefly explain it. Every week I will post a Pokemon or core of Pokemon. It is your job to build a successful team around these Pokemon. Once you have done so, PM your team to me with the format shown below. You have five days to do so. Once these five days are up, submissions will be closed and I will start the voting period. The voting period, which will last for two days, will be when everyone casts one vote for their favorite team. At the end of this period, the winner will be announced and the process will repeat itself. Below are the rules, and everything else you may need to know.

Rules

  1. To submit a team, it must be PMed to me, and it must follow the format shown below. You may make changes to it as much as you like, but once the deadline hits everything will be locked in and I will post what I see at that moment.
  2. Disputes / Copying: Obviously, there is potential for disputes over copying or people making similar entries. In general, if your team entry has the same Pokémon and similar move sets to an earlier entry, it will be disqualified. If anyone tries to abuse this by reserving an early post in the thread for their entry, please bring it to my attention and they'll be disqualified.
  3. Discussion and Team Changes: One part of the process is to have discussion about the teams and the core. While I'd like to keep this from being a speedy RMT thread, suggestions of improvements to entered teams are allowed. In the interests of fairness though, I'd ask that any suggestions don't involve anything more major than move set changes, and that if you've already submitted a team you won't change the Pokémon in it. Basically, just be sure that you're happy with the team before you send it in.
  4. No Bandwagonning : Simple rule: try to not support someone simply because you recognized his nick or because he/she has a shiny trophy. Vote for who you want to win, not who your friend wants you to vote for. Obviously it'll be hard to enforce this, but please use some common sense.

Below is an example of the format you will be PMing to me. Remember to follow this format exactly. Failure to do so may result in me rejecting your team. If you can't spend five minutes formatting your team, I won't spend five minutes posting your team when voting time comes. Remember, do not post your team in the thread. PM it to me.

Credit to the team goes to Tokyo Tom



This is a team I made originally for the Mawilite Suspect Ladder, revolving around Mienshao to scout items and beat common leads at the time (such as SashMamo, Breloom, SashChomp, or SR setters like Landorus-T and Ferro etc.), and Charizard-X which is probably the most broken Mega left in XY OU. HP Ice Mienshao and EQ Latios pushed significant damage on DD Zard-X's premier counters, Landorus-T and Heatran, opening the way for Zard-X to potentially sweep lategame. Additionally, the core of Mienshao / SpexKou / ScarfLando-T offered a fast VoltTurn chain that could easily break down the opponents checks with very little prediction and Stealth Rock support from one of the sturdiest SR setters in the game, Ferrothorn. The concept began as a fun team but the team did see some success as Ben Gay used it to peak #1 on the Mawilite Suspect Ladder, and was one of the teams he used to peak #1 more recently on the actual OU ladder, during the first cycle of the Smogon Ladder Tournament. Overall, a neat little offensive team focused on luring threats and keeping momentum to wear down the opponent, opening them up for almost any of the Pokemon to clean up lategame.


Dark Fantasy (Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
EVs: 88 HP / 216 Atk / 204 Spe
Adamant Nature
- Flare Blitz
- Dragon Dance
- Roost
- Outrage

Devil in a New Dress (Mienshao) @ Life Orb
Ability: Regenerator
EVs: 32 HP / 232 Atk / 244 Spe
Naive Nature
IVs: 30 Spe
- High Jump Kick
- Fake Out
- U-turn
- Hidden Power [Ice]

All of the Lights (Latios) (M) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 29 HP
- Draco Meteor
- Earthquake
- Defog
- Psyshock

Lost in the World (Raikou) @ Choice Specs
Ability: Pressure
EVs: 8 Def / 252 SpA / 248 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Thunderbolt
- Shadow Ball
- Hidden Power [Ice]
- Volt Switch

Hell of a Life (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Stealth Rock
- Protect
- Leech Seed

Power (Landorus-Therian) (M) @ Choice Scarf
Ability: Intimidate
EVs: 24 HP / 248 Atk / 236 Spe
Jolly Nature
- Earthquake
- Knock Off
- U-turn
- Stone Edge


The Hall of Fame and current core will be in the following posts.
 
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Free Gliscor
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Hall of Fame:

Round 1: Halcyon --From Previous Thread:


Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 252 SAtk / 4 SDef / 252 Spd
Modest Nature
- Psychic
- Thunderbolt
- Hidden Power [Fire]
- Trick

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Spd / 252 Atk / 4 Def
Adamant Nature
- Waterfall
- Earthquake
- Ice Fang
- Dragon Dance

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Earthquake
- Rock Slide
- Iron Head
- Rapid Spin

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 8 SDef / 252 Def
Relaxed Nature
- Earthquake
- Crunch
- Ice Beam
- Stealth Rock

Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Draco Meteor
- Psyshock
- Thunderbolt
- Roost

Breloom @ Focus Sash
Ability: Technician
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Mach Punch
- Bullet Seed
- Rock Tomb
- Spore


Round 2: Valentine --From Previous Thread:

Breloom (M) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Spore
- Mach Punch
- Rock Tomb
- Bullet Seed

Alakazam @ Alakazite
Ability: Magic Guard
EVs: 228 Spd / 252 SAtk / 28 HP
Modest Nature
- Psyshock
- Shadow Ball
- Focus Blast
- Taunt

Tyranitar (M) @ Smooth Rock
Ability: Sand Stream
EVs: 12 Atk / 252 SAtk / 244 Spd
Naive Nature
- Stealth Rock
- Crunch
- Ice Beam
- Fire Blast

Azumarill (F) @ Assault Vest
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- Waterfall
- Knock Off
- Aqua Jet
- Play Rough

Talonflame (M) @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
- Brave Bird
- Sleep Talk
- Flare Blitz
- U-turn

Excadrill (M) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide


Round 3: Jukain --From Previous Thread:

Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature
- Swords Dance
- Return
- Quick Attack
- Earthquake

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 108 HP / 252 SAtk / 148 Spd
Modest Nature
IVs: 0 Atk / 30 SAtk / 30 Spd
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon

Kyurem-Black @ Chople Berry
Ability: Teravolt
EVs: 252 Atk / 56 SAtk / 200 Spd
Lonely Nature
- Dragon Claw
- Ice Beam
- Fusion Bolt
- Iron Head

Deoxys-Speed @ Life Orb
Ability: Pressure
EVs: 12 Atk / 244 SAtk / 252 Spd
Naive Nature
- Stealth Rock
- Psycho Boost
- Ice Beam
- Superpower

Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Scald
- Icy Wind


Round 4: TFL --From Previous Thread:


Skarmory (M) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SDef
Bold Nature
IVs: 0 Atk
- Toxic
- Roost
- Defog
- Counter

Dugtrio (M) @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spd
Naughty Nature
IVs: 21 HP / 0 Def / 0 SDef
- Reversal
- Rock Tomb
- Earthquake
- Stealth Rock

Charizard (M) @ Charizardite X
Ability: Blaze
EVs: 248 HP / 140 SDef / 120 Spd
Careful Nature
- Roost
- Fire Punch
- Will-O-Wisp
- Dragon Claw

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk
- Rest
- Scald
- Sleep Talk
- Calm Mind

Tornadus (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 132 HP / 160 SAtk / 216 Spd
Timid Nature
- U-turn
- Knock Off
- Hurricane
- Focus Blast

Clefable (F) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
IVs: 0 Atk
- Moonlight
- Calm Mind
- Moonblast
- Flamethrower


Round 5: SnowCristal! --From Previous Thread:

Prague Kick (Volcarona) (M) @ Leftovers
Shiny: Yes
Trait: Flame Body
EVs: 104 HP / 252 SAtk / 12 SDef / 140 Spd
Modest Nature (+SAtk, -Atk)
- Quiver Dance
- Substitute
- Fiery Dance
- Bug Buzz

Laurel (Ferrothorn) (M) @ Leftovers
Trait: Iron Barbs
EVs: 248 HP / 92 Def / 168 SDef
Sassy Nature (+SDef, -Spd)
- Gyro Ball
- Spikes
- Leech Seed
- Protect

Me (Gardevoir) (F) @ Gardevoirite
Trait: Trace
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Calm Mind
- Hyper Voice
- Psyshock
- Hidden Power [Ground]

Bloo (Rotom-W) @ Leftovers
Trait: Levitate
EVs: 248 HP / 212 Def / 48 Spd
Bold Nature (+Def, -Atk)
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split

Axily (Latias) (F) @ Life Orb
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Draco Meteor
- Psyshock
- Defog
- Healing Wish

ZoroDark (Landorus-T) (M) @ Leftovers
Trait: Intimidate
EVs: 72 HP / 252 Def / 4 SDef / 180 Spd
Impish Nature (+Def, -SAtk)
- U-turn
- Stealth Rock
- Earthquake
- Rock Slide


Round 6: SnowCristal! --From Previous Thread:
Azumarill (F) @ Assault Vest
Trait: Huge Power
EVs: 208 HP / 252 Atk / 40 SDef / 8 Spd
Adamant Nature (+Atk, -SAtk)
- Knock Off
- Aqua Jet
- Play Rough
- Waterfall

Latias (F) @ Life Orb
Trait: Levitate
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Healing Wish
- Draco Meteor
- Psyshock
- Defog

Thundurus (M) @ Life Orb
Trait: Prankster
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Nasty Plot
- Hidden Power [Flying]
- Focus Blast
- Thunderbolt

Heatran (M) @ Choice Scarf
Trait: Flash Fire
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature (+Spd, -Atk)
- Fire Blast
- Earth Power
- Flash Cannon
- Hidden Power [Grass]

Terrakion @ Focus Sash
Trait: Justified
EVs: 252 Atk / 4 Def / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Close Combat
- Taunt
- Stone Edge
- Stealth Rock

Heracross (F) @ Heracronite
Trait: Moxie
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Earthquake
- Pin Missile
- Rock Blast
- Close Combat


Round 7: Asterat --From Previous Thread:

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 152 Def / 108 SpD
Impish Nature
- Slack Off
- Earthquake
- Rock Slide
- Stealth Rock

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Calm Mind
- Scald
- Rest
- Sleep Talk

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Knock Off
- Leech Seed
- Protect

Latios (M) @ Life Orb
Ability: Levitate
EVs: 72 HP / 196 SpA / 240 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Roost

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost

Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Quick Attack
- Rock Slide


Round 8: Jukain --From Previous Thread:

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 20 Def / 16 SpD / 224 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Reflect Type
- Recover
- Rapid Spin

Goodra @ Assault Vest
Ability: Sap Sipper
EVs: 248 HP / 240 SpA / 20 Spe
Modest Nature
- Draco Meteor
- Fire Blast
- Sludge Bomb
- Dragon Tail

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Calm Mind

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 172 Def / 88 SpD
Impish Nature
- Leech Seed
- Stealth Rock
- Power Whip
- Protect

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 248 HP / 188 Def / 72 Spe
Impish Nature
- Toxic
- Protect
- Substitute
- Earthquake

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 136 HP / 252 Atk / 120 Spe
Adamant Nature
- Iron Head
- Healing Wish
- U-turn
- Fire Punch


Round 10: Sugarhigh

Starmie @ Life Orb
Ability: Analytic
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Ice Beam
- Thunder
- Hydro Pump
- Rapid Spin

Weavile @ Life Orb
Ability: Pickpocket
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Ice Shard
- Low Kick
- Pursuit

Greninja @ Life Orb
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Grass Knot
- Dark Pulse
- Hydro Pump
- Ice Beam

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Earthquake
- Stone Edge

Aerodactyl @ Aerodactylite
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stone Edge
- Fire Fang
- Aqua Tail
- Aerial Ace

Skarmory @ Salac Berry
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Brave Bird


Round 11:Vinc608

Manaphy @ Leftovers
Ability: Hydration
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Calm Mind
- Rest
- Rain Dance
- Scald

Charizard @ Charizardite X
Ability: Blaze
EVs: 248 HP / 148 SpD / 112 Spe
Careful Nature
- Fire Punch
- Dragon Claw
- Will-O-Wisp
- Roost

Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Stone Edge

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Stealth Rock
- Leech Seed
- Power Whip
- Gyro Ball / Protect


Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 200 Def / 16 SpD / 44 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split


Round 12:Rosen


Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Superpower
- Waterfall

Sceptile-Mega @ Sceptilite
Ability: Lightning Rod
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Substitute
- Giga Drain
- Dragon Pulse
- Focus Blast

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 120 HP / 252 Atk / 136 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Recover

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Sucker Punch
- Knock Off
- Iron Head
- Pursuit

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 240 HP / 192 Def / 76 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Rock Slide
- Slack Off



---

Round 1: ArchPhantom





Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hammer Arm
- Meteor Mash
- Bullet Punch
- Zen Headbutt

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 240 HP / 252 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- U-turn
- Stone Edge
- Earthquake

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 28 Atk / 252 SpA / 228 Spe
Timid Nature
- Stone Edge
- Lava Plume
- Earth Power
- Overheat

Latios (F) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Draco Meteor
- Roost
- Psyshock

Chesnaught @ Salac Berry
Ability: Bulletproof
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Substitute
- Belly Drum
- Drain Punch
- Seed Bomb

Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Calm Mind
- Scald
- Substitute


Round 2: ArchPhantom




Dragalge @ Toxic Plate
Ability: Adaptability
EVs: 120 HP / 252 SpA / 4 SpD / 132 Spe
Modest Nature
IVs: 0 Atk
- Focus Blast
- Draco Meteor
- Sludge Wave
- Toxic Spikes

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 8 HP / 252 Atk / 248 Spe
Jolly Nature
- Taunt
- Dragon Dance
- Waterfall
- Crunch

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Knock Off
- Gyro Ball
- Power Whip
- Leech Seed

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 240 HP / 252 Def / 8 SpD / 8 Spe
Impish Nature
- U-turn
- Stone Edge
- Earthquake
- Stealth Rock

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Lava Plume
- Overheat
- Flash Cannon
- Stone Edge

Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Healing Wish
- Draco Meteor
- Psyshock
- Defog

Round 3: Puralux



Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Roost
- Fire Blast
- Solar Beam
- Focus Blast

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stone Edge
- Earthquake
- Pursuit
- Crunch

Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 12 HP / 252 SpA / 244 Spe
Modest Nature
- Giga Drain
- Hidden Power [Fire]
- Sludge Bomb
- Sleep Powder / Earthquake

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 16 SpA / 240 Spe
Timid Nature
Ivs: 0 Atk
- Stealth Rock
- Lava Plume
- Earth Power
- Taunt

Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Roost / Hidden Power Fire


Round 4: DracoNinja



Heatran (M) @ Air Balloon
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Magma Storm
- Earth Power
- Taunt

Celebi @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 84 Def / 64 SpA / 108 Spe
Bold Nature
- Substitute
- Giga Drain
- Recover
- Baton Pass

Hawlucha (F) @ Sitrus Berry
Ability: Unburden
EVs: 44 HP / 248 Atk / 216 Spe
Jolly Nature
- Substitute
- Swords Dance
- High Jump Kick
- Acrobatics

Gardevoir (M) @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Will-O-Wisp

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Knock Off
- Earthquake
- Stone Edge
- U-turn

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Pain Split
- Will-O-Wisp


Round 5: DracoNinja


Gallade (M) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Zen Headbutt
- Ice Punch
- Swords Dance

Bisharp (F) @ Black Glasses
Ability: Defiant
EVs: 248 Atk / 16 SpD / 244 Spe
Jolly Nature
- Rock Polish
- Knock Off
- Iron Head
- Psycho Cut

Crawdaunt (M) @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Crabhammer
- Aqua Jet

Heatran (M) @ Power Herb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Magma Storm
- Solar Beam
- Taunt

Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 132 HP / 160 SpA / 216 Spe
Timid Nature
- Hurricane
- Heat Wave
- Knock Off
- U-turn

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Explosion
- Earthquake
- Stone Edge
- U-turn
 
Last edited:

Clone

Free Gliscor
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Smogon Media Contributor Alumnus
Current Core:

Round 2: Mega Gyarados + Dragalge


This week we have another offensive core, this time with Mega Gyarados and Dragalge. Both have good offensive and defensive synergy together, with Dragalge breaking down walls for Mega Gyarados to pull off a sweep late game. Remember the sets are up to you, but Gyarados must hold its Mega Stone.

Round 2 Ends Friday, January 23 at 11:59 PM EST.

Remember to PM your teams to me. Good Luck!

Round 1: Mega Metagross + Keldeo



Starting off the new thread, we have a powerful offensive core in the likes of Mega Metagross and Keldeo. Often seen on hyper offense or bulky offense teams, these two mons make for a potent duo. The sets are up to you, however Metagross is required to hold its Mega Stone. Since this project is just starting up again, the deadline for this round will last longer than usual to give more people the chance to participate. Greninja is allowed for this round if you choose to use it

Deadline for Teambuilding is Friday, January 16th. Voting will Begin the 17th and end the 18th.
 
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Clone

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Voting begins now, and ends at 11:59 PM EST Tomorrow. Vote for only one team. The winner will be revealed Monday, along with the new core.
Team 1:



Explanation:
Team I threw together that seems fairly effective. Keldeo can run a Sub+CM fairly effectively since Metagross handles most mons it would need a coverage move for. Entei hits Ferro and even water types fear switching into Sacred Fire thanks to that burn chance. Extremespeed is handy for cleaning uplate game Ttar sets up Rocks, Pursuit traps and functions as a necessary Tflame counter. Chesnaught walls most physical attackers, notably Bisharp and sets Spikes. Exca utilizes the sand provided by TTar and sweeps or spins away hazards.


Imporatable:
Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Scald
- Secret Sword

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Hasty Nature
- Meteor Mash
- Zen Headbutt
- Earthquake
- Grass Knot

Entei @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Stone Edge
- Extreme Speed
- Bulldoze

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 252 Atk / 4 SpD
Adamant Nature
- Crunch
- Pursuit
- Stone Edge
- Stealth Rock

Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Spikes
- Spiky Shield
- Leech Seed
- Drain Punch

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide



Team 2:


Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Meteor Mash
- Hammer Arm
- Zen Headbutt
- Grass Knot

Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Scald
- Secret Sword

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Tailwind

Ferrothorn @ Shed Shell
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Power Whip
- Gyro Ball

Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 248 HP / 152 Def / 108 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn


I started with the core Metagross-Mega + Keldeo. After that, i completed my FWG Core with Talonflame, which helps against Conkeldurr, and Ferrothorn which checks Greninja. Then i added a Lati Twin + Landorus-T to have hazard control. Because i have my 6 mons, i choosed their set. Hammer Arm is here because Ferrothorn can be troublesome. I figured Slowbro (-Mega) with Fire Blast is annoying, so i choosed the set with Grass Knot. Keldeo is my win condition with the set SubCM. It helps me against Sableye-Mega and the old Mew Stallbreaker. I wanted to use a Landorus-T Scarf, because i think it is the best Scarfer of the OU Metagame atm. But opponent's Talonflame easily wear down it, so a defensive set of Landorus-T is better for my team imo. I needed a Revenge Killer so Talonflame is Bander. Then i choosed Latias > Latios because the Healing Wish support is useful for my team. I saw a huge weakness to Magnezone, so Shed Shell Ferrothorn is fine.


Sorry for my english btw

Replays : http://replay.pokemonshowdown.com/ou-201316599 <- against Rain Offense

I decided to not post this replay because it will not be anonymous.


Team 3:





Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hammer Arm
- Meteor Mash
- Bullet Punch
- Zen Headbutt

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 240 HP / 252 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- U-turn
- Stone Edge
- Earthquake

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 28 Atk / 252 SpA / 228 Spe
Timid Nature
- Stone Edge
- Lava Plume
- Earth Power
- Overheat

Latios (F) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Calm Mind
- Draco Meteor
- Roost
- Psyshock

Chesnaught @ Salac Berry
Ability: Bulletproof
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Substitute
- Belly Drum
- Drain Punch
- Seed Bomb

Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Calm Mind
- Scald
- Substitute


The core of Keldeo + M-Meta plows through many teams, though there are a few mons that trouble it. So I figured why not build a team around answering those few mons, which would allow KeldeGross to go haywire. The trouble mons that came to mind were Mega Sableye, Mega Slowbro, and Talonflame.

So Lando-T was added to the team for Talonflame and to get up rocks; Latios for Slowbro and checking stuff like Zard Y and Keldeo; Chesnaught for Mega Sableye; and finally, Heatran was added to give the team a fire-immunity and a secondary Talonflame check.

I decided to use some unconventional sets for the team: CM Roost Latios and SubBD Chesnaught. Latios acts as a stallbreaker as well as hole puncher vs balance teams. Moreover, he is my go-to answer for Mega Slowbro thanks to resisting its dual stab and being able to nuke it with CM boosted Draco's. Chesnaught, on the other hand, is the team's answer to Mega Sableye thanks to the special set: Sub Belly Drum. Resisting Dark Pulse and being immune to Shadow Ball, It can easily nab a +6 on M-Sable, and Will-O-Wisp is dodged by virtue of Substitute.

Now for the main core, I went for SubCM Keldeo + Hammer Arm BP M-Meta. Ice Punch isn't on gross because I have my own Lando-T for opposing Lando's, and Dragon types are handled by Meteor Mash anyways. Bullet Punch is amazing, able to catch Weavile, Mega Diancie (especially if RP), Mega Altaria, and to finish off weakened mons, while Hammer Arm takes care of steel types. SubCM Keldeo provides the team with a second Mega Sableye answer and acts as a win-con vs many archetypes.





Team 4:

Serperior @ Life Orb
Ability: Contrary
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Fire]
- Dragon Pulse
- Knock Off

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Pursuit

Latios (M) @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Fighting] / Defog
- Trick

Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Substitute
- Calm Mind

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Thunderbolt
- Soft-Boiled

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn


I didn't really want to post one of my more typical teams for this. so I went ahead and decided to post this pretty interesting team I made around Serperior when it was released. Contrary is a really interesting ability for Serperior that kinda gives it a new leash on life, as 75 SpA is deceiving when you're talking about such a high BP move as Leaf Storm and it actually hits fairly hard, especially when you can start racking up boosts from Leaf Storm. Fire/Dragon coverage covers most opp Steels and Dragons, especially things like Ferrothorn, Scizor, Skarmory, and Latios/Latias. The last slot is something I've been debating, but I feel that Knock Off is the overall best option for this team, especially because CM Clef benefits from Heatran losing its Leftovers. It also, combined with TWave from Clef, means that Jirachi loses its flinching and passive recovery capabilities against Clefable, thus making it much more difficult for it to deal with Serperior. Another use is getting rid of Chansey's Eviolite, which can be pretty nice for Clefable as it prevents the PP stall.

Serperior also has an excellent Speed tier and synergizes well with this core of Pokemon (Metagross + Keldeo), as it deals with Mega Slowbro pretty effectively. Pursuit Mega Metagross has a lot of usefulness on this team because Latis can be a real pain for Keldeo and even Serperior if it doesn't yet have the SpA boosts or the Latios is Choice Scarf. I went with SubCM Keldeo because it's a really effective set in this metagame that has gained a lot of traction lately and I really didn't want to run a Choice set, which can be played around more easily in some regards and doesn't have the same breaking capabilities of this set. Keldeo is really important for this team also because it's my best answer to Bisharp. The last few Pokemon are mostly just glues/fillers. I wanted a legit Keldeo answer and I also wanted a Scarfer since I kinda had a plan at this stage and knew I wanted defensive Landorus-T/non-Scarf Keldeo. It's mainly used to revenge kill boosting sweepers and aid in checking things like Mega Lopunny as well as Greninja (though this team isn't built for a Greninja-oriented metagame especially). HP Fighting is for Bisharp, which is usually a pain for this set, and Scarftar. Clefable + Landorus-T are defensive glues to cover or help cover threats like Mega Lopunny, Mega Metagross, Latis, Dragonite, Mega Sableye, opp Landorus-T, Mega Charizard X, Talonflame, Thundurus, Mega Diancie, Mega Gallade, Mega Manectric, Rotom-W, etc...basically an important defensive backbone for the team. The Clefable spread I've opted to run includes a tiny bit more Defense than usual, which is designed to improve Clefable's odds against Mega Lopunny. I'm running Thunderbolt on Clefable because my team is pretty soft to Talonflame, even with Landorus-T because that's often needed to cover other Pokemon, especially with combinations like Mega Metagross + Talonflame. I've debated switching Landorus-T to Scarf and Clefable to SR, but this makes me weaker to Mega Sableye, Talonflame, etc and in general isn't heavily desirable.



Team 5:



I knew I wanted to use Mega Metagross as a wallbreaker for another sweeper, and choose Keldeo because Megagross handles the Latis well. Raikou is here to check Thundurus and help deal with waters that can trouble Keldeo. Raikou, Scarf Lando-T and to a lesser extent Heatran all can check Talonflame as well, which obviously helps Keldeo from being revenge killed. Latios is there to remove hazards, and Heatran sets them.


Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Ice Punch

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpD
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Bug]

Raikou @ Choice Specs
Ability: Pressure
EVs: 32 HP / 252 SpA / 224 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Volt Switch
- Shadow Ball

Heatran @ Air Balloon
Ability: Flash Fire
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Toxic
- Taunt
- Stealth Rock

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Superpower

Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Thunderbolt
- Defog



Team 6:



Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Substitute
- Calm Mind

Metagross-Mega @ Metagrossite
Ability: Tough Claws
Shiny: Yes
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Meteor Mash
- Zen Headbutt
- Earthquake
- Grass Knot

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt

Hippowdon @ Leftovers
Ability: Sand Force
EVs: 252 HP / 60 Def / 196 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Toxic
- Slack Off

Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Roost

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Spikes
- Protect / Power Whip
- Gyro Ball


This is pretty much a standard team for a standard core. I built this team right before Christmas because I wanted to try CM Keldeo, and thought Metagross was the most obvious partner to it. We all know why Keldeo and Metagross work so well together. They absolutely destroy Pokemon that give the other trouble. CM Mega Sableye gets set up on by CM Keldeo, Meta switches into Lati and Clefable really easily. The only mon that gives both real trouble is Slowbro. To help with that, I put Grass Knot on Metagross, simply because I don't think it really needed the extra coverage and wasn't really thinking Hone Claws or PuP fit the team very well. Ferrothorn with Power Whip gives the core some trouble unless Keldeo is already set up, and some forms of stall can be problematic, so I put Gengar on next to help handle those things as well as generally wearing down special walls for Keldeo. I wasn't liking how weak I was to stuff like Bisharp + Mega Gallade, as well as Raikou, Thundurus, and other Electric types, so I put Hippo on the team to cover those weaknesses as well as give the team a solid defensive mon to fall back on. I prefer Hippo to Lando-T atm simply because it checks those electrics I mentioned and doesn't give a fuck about Ice Punch Gallade or Lopunny. Next, I wanted something to handle Water Pokemon like Rotom and opposing Keldeo, as well as a way of removing hazards for the team. I thought Lati was a good choice simply because it takes pressure off Hippo to check electric types with partners that I also depend on hippo to check (think Pinsir/Mag teams). Healing Wish can be used over Defog if you don't care about hazards much, I just figured this team would probably switch a lot due to the nature of the goal (luring and weakening each other's counters). Finally, I went with Ferro to patch up the weakness to Gyarados, and thought that Spikes support would be really useful considering how amazing Keldeo and Metagross are with that extra bit of chip damage. I like having Protect but beating Gyarados with sub might be more important, which is why I have Whip slashed. Ferro also further takes pressure off Metagross as a Lati switch in as well as Azumarill. Weaknesses include Landorus-I, which really only has to break through Latias and Gengar which can happen easily if it has Knock Off. HP Fire Latios is really annoying until I can get Gengar in on it, but they will never stay in on it anyway. Finally, Banded Azu if it Superpowers my Ferro leaves me wide open to Mega Gyara, and regular Gyara can sweep me anyway if I don't have Power Whip. Like I said, very standard team but it's a very standard core and I love CM Keldeo + Gengar so it works out n_n



Team 7:







This a team that I made for this competition, since the gross/keld core seemed pretty cool. When I first saw the core, I saw a glaring weakness to thundurus and talonflame. To fix this, I decided to add a mixed defense hippo, as it provided nice stealth rock support while walling the 2 mons mentioned. Next, the core looked pretty weak to ninja. I then added a spdef ferrothorn to switch in on predicted ice beams. Also, it provided hazard stacking that could really pressure all types of teams while limiting switchins. After that, these mons get rekt by rotom-w, so I thought a mix def cm clefable would work well to sponge up status and volt switches. Finally, I wanted a mon that could put in work vs stall, and weaken defensive cores to allow megagross and keldeo to put in work. LO + 3 attacks gengar seemed like a great fit.




Metagross @ Metagrossite
Ability: Clear Body
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Grass Knot
- Hammer Arm

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Bug]

Hippowdon @ Leftovers
Ability: Sand Stream
Shiny: Yes
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Rock Slide
- Slack Off
- Stealth Rock

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball
- Power Whip
- Spikes

Clefable @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 160 Def / 96 SpD
Bold Nature
- Calm Mind
- Soft-Boiled
- Moonblast
- Flamethrower

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt


If your team s not here, you either broke a rule or sent it in late. PM me if you have any questions about that.
 

SketchUp

Don't let your memes be dreams
Funny how almost every team uses a bulky ground as one of the teammates. I'm voting for team 6.
 

AM

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LCPL Champion
Flash rates incoming.

Team 1: Missing some EVs here and there. Set on Ttar is sort of weird when you're blocked by every Skarmory, Ferrothorn, and so forth in existence.
Team 2: Banded TFlame really needs to be Jolly not to straight up lose to Raikou and Thundurus on any given day of the weak. Sort of TFlame weak but what a lot of these sort of are :s
Team 3: Interesting one but teams sort of annoyed by bulky psychics. I'd personally use Pursuit M-Gross on this build.
Team 4: I don't get the slash on Latios because you have to show what would be more effective. Better to just suggest it in the explanation to make people aware.
Team 5: Teams really Starmie weak, I'd probably bump up Raikous speed to max on this one.
Team 6: Same deal with the slashes. Pick one or the other and explain why it's more effective. Probably go with Power Whip anyways so you're not depending on Keldeo to handle M-Gyarados all the time.
Team 7: Not too bad but HP Bug is piss weak on its intended targets for Keldeo. I'd probably still run Icy Wind so Gengar can take advantage of the speed drops.

Voting for Team 3 cause it has sets that aren't seen from a mile away and as such can give it the upper advantage.
 

Scotti

we back.
Team 4 : I vote for this team because it is one of the only team to take advantage of the core. He runs pursuit mega metagross to trap mons like latios and latias that are used to commonly counter keldeo. He also runs calm mind keldeo to defeat all the bulky waters that defeat mega metagross. A really cool set he runs is calm mind clefable with thunderbolt to also take on bulky waters that defeat keldeo like cm mega bro. His team overall just does really well against mons that beat keldeo and mega metagross, and they help each other overall.
 
mfw all those Latis and Landoges....

Voting Team 7, nice mix between bulk, speed, and power, I could easily see myself using that team.
 
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Clone

Free Gliscor
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Team 4: I don't get the slash on Latios because you have to show what would be more effective. Better to just suggest it in the explanation to make people aware.
The builder of team four told me to tell you that he often switches between the two, and decided to slash them because of it.
 
Team 4: i like this team because it has offensive pressure while being able to take hits. the team also helps support the core of mega meta + keld by getting rid of annoying things to them like bro and mega eye with serp and clef while bein able to handle offense p well with scarf lati. also thunderbolt clef is p cool :] just a solid team in general. 10/10 would steal
 
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Halcyon.

@Choice Specs
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Team 7 has zero Specs Keldeo switch ins and just loses to Landorus depending on the moveset (RP takes out every mon but Clef/Gengar if it lacks Sludge Wave and Knock Off, respectively)

I never really liked Entei, it always seemed like it should be stronger than it actually is. So I'm not a real fan of Team 1.

I'll vote for Team 4 since it's got sexy Serperior+CM Keld.
 

boltsandbombers

i'm sorry mr. man
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnus
Team 3 - I feel it has great means of maintaining offensive pressure while being able to threaten many playstyles at one, with switch ins to the majority of common threats.
 

MrAldo

Hey
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Team 3 - Dat chesnaught set. Also it doesnt have slashes (come on guys, settle for an option and explain other possible choices in the explanation) but overall it looks like the best team in my opinion.
 
Team 1 for me, just for the fact that it uses so many unique Pokemon mixed together in ways the other teams fall short on. The rest of the teams are really generic and boring, and I'm honestly not a fan of them to begin with.
To be fair, Team 3 has what looks to be a somewhat viable Belly Drum Chesnaught set. I'd say that's pretty unique
 
I'm personally loving Team 1's concept right now, Spikes + SR backed by offensive threats in Megagross, Keldeo, and Entei puts ton of pressure on opponents, and I see it being extremely easy to wear out Excadrill's stops. I don't agree with a few things (Hammer Arm > EQ for Gross, Fire Blast on TTar), but the concept is extremely solid and I'll probably be using something very similar for the next little while. Oh yeah, and TTar is missing quite a few EVs, might want to fix that.
 
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