Tournament Gods Among Us 2, OU Edition - Discussion Thread (Round 4 - Groudon)

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(Zekrom) @ Leftovers
Ability: Teravolt
EVs: 252 HP / 160 SpD / 96 Spe
Careful Nature
- Dragon Tail
- Roost
- Volt Switch / Haze / Substitute
- Toxic / Thunder Wave

Here's a defensive set. Might not work, but I haven't tested it yet, so I'm not sure.
 

SJCrew

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Did anyone put in work with mixed Zekrom? That is one of the first sets I wanted to try, but I didn't allow myself time to build.
 

p2

Banned deucer.
team dump

Zekrom @ Life Orb
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Bolt Strike
- Volt Switch
- Outrage
- Focus Blast

Steelix-Mega @ Steelixite
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 32 Atk / 56 Def / 168 SpD
Impish Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Roar

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

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 136 Def / 120 SpD
Calm Nature
- Spore
- Giga Drain
- Clear Smog
- Hidden Power [Fire]

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

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Dragon Claw
- Earthquake
- Stone Edge



Zekrom @ Choice Band
Ability: Teravolt
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Bolt Strike
- Volt Switch
- Outrage
- Steel Wing

Kyurem-Black @ Choice Band
Ability: Teravolt
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Fusion Bolt
- Iron Head
- Ice Beam

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 72 HP / 252 SpA / 184 Spe
Modest Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Defog
- Roost

Ferrothorn @ Shed Shell
Ability: Iron Barbs
EVs: 252 HP / 180 Atk / 76 Def
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Gyro Ball
- Bulldoze

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.
 
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Here are some more teams


Zekrom @ Choice Band
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Bolt Strike
- Outrage
- Dragon Claw
- Volt Switch

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

Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Foul Play

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Spikes
- Dazzling Gleam
- Reflect
- Thunder Wave

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

Keldeo @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Scald
- Icy Wind



Zekrom @ Leftovers
Ability: Teravolt
EVs: 252 HP / 144 SpD / 112 Spe
Careful Nature
- Dragon Tail
- Roost
- Volt Switch
- Toxic

Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Foul Play

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

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

Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 220 Def / 36 SpD
Bold Nature
IVs: 0 Atk
- Hyper Voice
- Wish
- Heal Bell
- Protect

Cresselia @ Leftovers
Ability: Levitate
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Moonblast
- Moonlight


First one doesn't have a lot of effort put into it. It's mostly things that can revenge kill or check Zekrom.

Second one is a stall team based on a Zekrom/Sylveon/Ferrothorn core.
 

Zekrom @ Life Orb
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Bolt Strike
- Volt Switch
- Outrage
- Focus Blast

Steelix-Mega @ Steelixite
Ability: Sturdy
Shiny: Yes
EVs: 252 HP / 32 Atk / 56 Def / 168 SpD
Impish Nature
- Stealth Rock
- Heavy Slam
- Earthquake
- Roar

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

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 136 Def / 120 SpD
Calm Nature
- Spore
- Giga Drain
- Clear Smog
- Hidden Power [Fire]

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

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Dragon Claw
- Earthquake
- Stone Edge
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.
 

p2

Banned deucer.
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
The whole idea of the tournament is silly because that's all anyone's going to bring. 5 hard counters to the suspect.
 

Eclipse

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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:

Kangaskhan-Mega (F) @ Kangaskhanite
Ability: Parental Bond
EVs: 252 Atk / 96 SpA / 160 Spe
Naive Nature
- Return
- Power Up Punch / Earthquake
- Crunch
- Icy Wind

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.
 
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Teams:


Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Frustration
- Sucker Punch
- Drain Punch

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Destiny Bond
- Will-O-Wisp

Tyranitar @ Shuca Berry
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 Def
Relaxed Nature
- Thunder Wave
- Stealth Rock
- Ice Beam
- Pursuit

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 148 SpD / 108 Spe
Calm Nature
- Will-O-Wisp
- Soft-Boiled
- Defog
- Taunt

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.








Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Punch
- Mega Kick
- Sucker Punch
- Power-Up Punch

Diggersby @ Focus Sash
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Agility
- Earthquake
- Return
- Knock Off

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Thunder Wave
- Spikes
- Substitute
- Magnet Rise

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 8 Atk / 252 SpD
Sassy Nature
- Stealth Rock
- Thunder Wave
- Ice Beam
- Pursuit

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Timid Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance

Starmie @ Leftovers
Ability: Analytic
EVs: 252 HP / 192 Def / 64 Spe
Timid Nature
- Scald
- Rapid Spin
- Reflect Type
- Recover

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.
 

Pyritie

TAMAGO
is an Artist
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)
 

MANNAT

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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.
 

Martin

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Kudos to anyone who wins with a max speed SD+3 attacks Aegi sweep. Same to anyone who is able to innovate beyond its six trillion good sets.
 
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.

Remind me to shoot myself when Groudon arrives.
 
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.
 

TPP

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Head TD
Even though the thread is pretty much dead, discussion can now go for Groudon

Imo it's cool since Sun teams can finally not run Zard Y and give Mega Houndoom a chance. That or a Zard X Sun team sounds cool.
 

p2

Banned deucer.
team dump since im out, also used 2 teams for each round cus im good like that
round 2 kang

Sableye @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Will-O-Wisp
- Taunt
- Foul Play
- Recover

Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Bold Nature
- Scald
- Psyshock
- Calm Mind
- Slack Off

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 80 Def / 176 SpD
Impish Nature
- Defog
- Roost
- Iron Head
- Whirlwind

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 136 Def / 120 SpD
Calm Nature
- Spore
- Giga Drain
- Clear Smog
- Hidden Power [Fire]

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost

Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Swords Dance
- Stealth Rock


lol don't know what this is but this team is kinda ass, its anti-kang af thats all i wanted to be honest.



Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Shadow Ball
- Sludge Wave
- Will-O-Wisp
- Focus Blast

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 248 Def / 8 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Focus Blast
- Roost

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 252 HP / 80 Def / 176 SpD
Relaxed Nature
- Pursuit
- Stealth Rock
- Ice Beam
- Stone Edge

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


eh, wisp gengar sand because wisp gengar is probably one of the best offensive answers for kang. no keldeo switchins $$$

round 3 aegi


Klefki @ Focus Sash
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Spikes
- Fairy Lock
- Thunder Wave
- Magic Coat

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance

Aegislash @ Life Orb
Ability: Stance Change
EVs: 252 HP / 136 SpA / 120 Spe
Timid Nature
- Shadow Ball
- Substitute
- King's Shield
- Toxic

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Shadow Ball

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



Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 136 SpA / 120 Spe
Timid Nature
- Shadow Ball
- Substitute
- King's Shield
- Toxic

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

Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost

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

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
 

MANNAT

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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

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 248 HP / 244 Def / 16 Spe
Impish Nature
- Taunt
- Foul Play
- Defog
- Roost


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

Serperior @ Leftovers
Ability: Contrary
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Fire]
- Dragon Pulse
- Glare

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Iron Head
- Sucker Punch
- Swords Dance

Manaphy @ Leftovers
Ability: Hydration
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
- Energy Ball
- Ice Beam
- Scald
- Tail Glow


Team 3 (offense)



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

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Icy Wind
- Secret Sword
- Scald

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Earthquake
- Knock Off
- U-turn
- Stealth Rock

Latias @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Healing Wish

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Pursuit
 
Last edited:

Martin

A monoid in the category of endofunctors
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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.
 
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