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Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Ice Punch
- Bullet Punch
dont have a lot to say on these teams. didn't put a lot of effort into building them but it worked in test matches and the second team worked in my actual games.
first one i wanted to mess about with steelix since nobody was gonna run focus blast zekrom + i made it weird and it ended up as bulky offense with 3 scarfers. could use some heavy changes but eh. edit Obliviate , yeah im aware ive got no ground resist and the team is weak to a lot of stuff in general but i was lazy building this round
second one is the more interesting concept of zekrom + kyu-b bandspam with mag to trap ferros, just threw on a bunch of other mons that appreciate steels removed + mgross helps with fairies. shed shell ferro with 180 atk evs + bulldoze prevents zekrom from turning you into setup bait on sub variants. zekrom + kyub bands just smash everything, fun team.
I think you might wanna have a ground resist in a metagame with Excadrill, Landorus, Gliscor and Hippowdon everywhere. I suggest using scarfed Landorus > Garchomp to give you a ground switchin and a secondary Lopunny switchin (Amoonguss is not really great at checking Lopunny). Also, I'd run Specs > Scarf Keldeo with Focus Blast > HP Bug cause you already have two revenge killer (Lando/TTar) and to remedy your Manaphy weakness (252 SpA Choice Specs Keldeo Focus Blast vs. 0 HP / 0 SpD Manaphy: 292-345 (85.6 - 101.1%) -- 87.5% chance to OHKO after Stealth Rock). Nice team apart from that though.
Maybe I'll post the teams I built for R1 later on today.
kang is gonna be ass because people are gonna spam sab/gourgeist/rocky helmet mons/wisp gengar. doesn't mean its balanced though because it still completely rips through any team without a ghost easily
kang is gonna be ass because people are gonna spam sab/gourgeist/rocky helmet mons/wisp gengar. doesn't mean its balanced though because it still completely rips through any team without a ghost easily
I'm no longer in the tournament at this point, but I wanted to share a cool M-Kangaskhan set that I tested with this week to deal with what will be common checks to this beast:
This set is designed to take care of your common switchins who think that they can switch in easily to Kangaskhan, such as Garchomp or Gengar for example. This set lures them in and drops their speed by two stages which helps Kangaskhan outspeed just about the entire meta if they get hit on the switchin with Icy Wind. The great thing about this is that it easily deals with Tank Chomp by doing this to it without worrying about recoil damage:
96 SpA Parental Bond Mega Kangaskhan Icy Wind vs. 252 HP / 0 SpD Garchomp: 210-252 (50 - 60%) -- guaranteed 2HKO
Whether you want the 96 SpA EV's is up to you, but I prefer the consistency of being able to 2HKO Tank Chomp, and this set also outspeeds Jolly Excadrill if you're wondering. Crunch is used here because I found it unnecessary to use Sucker Punch with Icy Wind while giving Kangaskhan more of a fighting chance against Ghost types. Even though this isn't the greatest set in the world, its a nice one to think about if you really want to deal with Kangaskhan's checks which will be present in this meta, for sure.
EDIT: Slashed PuP with Earthquake if you prefer immediate damage or the ability to set up which works well in tandem with Icy Wind.
Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance
Latias @ Leftovers
Ability: Levitate
EVs: 252 HP / 40 SpD / 216 Spe
Calm Nature
- Recover
- Reflect Type
- Healing Wish
- Thunderbolt
drain punch on kang to deal actually relevant damage to ferro and heatran, wisp gengar to beat opposing kang, max def tar to switch into kang's non-fighting attacks if necessary. Was originally chople berry to tank pup, but i changed it to shuca so lando doesn't 6-0. mew to deal with lead tank chomp, drill to capitalize on sand, act as a secondary wincon, and weaken kang's checks/counters because most of them are the same, defensive lati to deal with keldeo, bisharp, and opposing drills, as well as healing wish utility if needed.
mega kick on kang is extremely useful, nabs surprise kos on stuff like rotom-w, and accuracy isn't too much of a problem because it is statistically more accurate than moves like focus blast and hurricane. i legitimately considered avalanche>ice punch purely because it is a guaranteed ohko on chomp, but figured it was dumb. agiliggersby serves to weaken kangaskhan's checks and counters, as they have the exact same checks/counters, and sash assures that it will be able to set up on / attack a large amount of mons it otherwise wouldn't be able to set up on or attack, klefki sets up spikes to weaken common switch ins to kangaskhan as they are all grounded sans lando and skarm, and also acts as nice speed control, smooth rock spdef tar gets up long lasting sand reliably, and and allows drill to act as another wincon with the same checks/counters as kangaskhan, and defensive starmie switches in to most mons that give the rest of the team problems, as well as reliably removing rocks to preserve diggersby's sash.
mega kick on kang is extremely useful, nabs surprise kos on stuff like rotom-w, and accuracy isn't too much of a problem because it is statistically more accurate than moves like focus blast and hurricane.
double-edge has the same power and perfect accuracy if you're not into getting fucked over by RNG
some other fun kanga options from battle spot:
- mud slap (-2 accuracy)
- seismic toss (always does 200 damage)
- low kick (popular fighting coverage and can KO opposing kangs)
- rock tomb (same effect as icy wind but physical)
- all moves with a % chance to do something have it effectively doubled (so secret power for paralysis, rock slide for flinch, etc)
aegi is still broken in OU lol, we had a suspect test a few months ago. There's nothing competitive about forcing a 50/50 where if the opponent uses a move that should kill aegis and try and eliminate a threat, then they get punished for it.
Imo, maybe Aegislash shouldn't be Uber in the first place. We now have loads of new threats that can counter it such as Mega Sableye, Lopunny and the almighty Hoopa-U, as well as a rise in popularity of old checks like Bisharp and Ferrothorn. It should be fine.
Aegislash was suspected tested it in ORAS already and the meta is much better off without it. Expecting almost everyone to use it as it can fit into nearly every team with almost no drawbacks.
Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Fire Blast
- Earth Power
- Taunt
garbage 5 minute ho featuring a dumbass klefki set and quadruple steels. everything in this team shares one half of klefkis typing so obviously its good
Raikou @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]
Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Waterfall
- Knock Off
ok, this is the only GOA team that I actually give a shit about but I never even built it, credit goes to I'm Rick Astley for building it during the aegi retest, which got me reqs + a couple live tour wins. SubToxic Aegi is one of the better Aegi sets imo and Hippo is a solid enough switch in to it, charizard x was added and the team just came together, lati for defog + keld, subcm kou because it was really good at this point in time + it shits on ks which is pretty nice, azu picks off annoying ground types for zard. overall solid team, but i played badly but who cares.
feel free to criticize them but im well aware 3/4 teams are pretty shit
Groudon+Venu seems like it would be a fairly potent sun core as long as you pack some solid ice resists. Personally, I think that groudon would be too much because it has some pretty insane bulk while having a redonkers 150 attack and solid 90 speed tier. It has tons of support moves like twave and rocks while being able to setup pretty well with double dance as well as having an amazing ability in drought that eliminates its water weakness and can support the rest of the team quite well. Additionally, it lacks the fire typing that every other sun setter has, which is very nice. Additionally, you aren't forced to run mdiancie on non-zardy sun teams since groudon can function as a more than capable fire check, bopping every OU fire type bar zardy with ease.
Groudon is a beast, definetely way too much for OU, it has the stats and movepool to fulfill so many roles, defensive/support, Double Dance, Lure and potentially even more. Especially Double Dance seems scary, once Ground resists like Lando-T or Rotom-W are weakened (pretty easy to do) it can pretty much rip through entire teams with one of its boosting moves depending on whether you're facing offense or more defensive teams. Also, thanks to its ridicolous bulk it's not difficult to find setup opportunities and it's very hard to revenge kill since all common priority is physical on top of being immune to T-Wave.
Since I already played my games with Groudon, I might as well leave my teams for this round here. What I tried to do every round - except for Kang's - is to try out a different set of the Uber and build a team around it, in Groudon's case it was a support set, double dance and mixed LO, basically as lure.
Team 1 (balance)
Groudon @ Leftovers
Ability: Drought
EVs: 248 HP / 12 Def / 248 SpD
Careful Nature
- Precipice Blades
- Stealth Rock
- Rock Slide
- Thunder Wave
Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
- Rock Slide
- Knock Off
- Hidden Power [Ice]
- Leaf Storm
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 248 HP / 224 SpD / 36 Spe
Careful Nature
- Wish
- Protect
- U-turn
- Iron Head
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Volt Switch
- Will-O-Wisp
- Pain Split
- Hydro Pump
Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 248 HP / 40 Atk / 184 SpD / 36 Spe
Adamant Nature
- Flare Blitz
- Earthquake
- Roost
- Will-O-Wisp
The goal with this team is basically to take hits and wear down opposing teams. Not quite happy with this build in hindsight as it severely lacks breaking power and speed control but I was expecting something like some weather HO (Rain would have an inredibly hard time breaking past Tangrowth + Rotom and Sun would struggle with Bulky Zard X) but got CM MegaLati and Weavile, which I was very weak to so I ended up loosing.
Team 2 (hyper offense)
Pretty simple HO, Custap Lead Skarm to get up hazards and then hammer away at the opposing team with 4 setup sweepers and MegaMane as pivot/cleaner, which I definetely wanted to use, expecting ppl to opt for Groudon over other bulky grounds and thanks to Drought all MegaMane needs to take out max HP Groudon is a Spike and a HP Ice on the switch for Overheat to kill. Hardly any switch-ins for anything but it's HO, so yeah.
Groudon @ Lum Berry
Ability: Drought
EVs: 16 HP / 252 Atk / 240 Spe
Adamant Nature
- Swords Dance
- Rock Polish
- Earthquake
- Stone Edge
Skarmory @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spikes
- Stealth Rock
- Taunt
- Iron Head
Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hidden Power [Ice]
- Thunderbolt
- Volt Switch
- Overheat
Pretty standard offense mostly but with max SpAt LO Groudon to lure out bulky waters and grass types cheeky enough to switch in with Solar Beam and Fire Blast respectively for MegaGross, Keld and Weavile to have an easier time doing work. It didn't get to do anything in the battle though, sadly. Grass Knot MegaMeta was also something I wanted to use to lure out opposing Groudon (max HP takes 63% min). kinda weak to stall but still my fav squad out of those 3.
Groudon @ Life Orb
Ability: Drought
EVs: 68 Atk / 252 SpA / 188 Spe
Naive Nature
- Fire Blast
- Precipice Blades
- Stone Edge
- Solar Beam
Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Grass Knot
- Meteor Mash
- Hammer Arm
- Zen Headbutt
If u wanna counterteam Groudon+Venu squads bring Ludicolo+MPinsir+Poli. Sun is really potent with Groudon due to it being a setter that doesn't fear the sand setters, so rain is the best counterweather here.