Introduction:
Hey n_n after a long ass hiatus, I make a return with my 4th RMT! Lemme give you a little backstory to the team. Basically, after witnessing the countless fatass CM spam teams (you know those M-Latias + Clef + fat shit), the M-Zam balances, the Tornadus-T's, and the fatchomps, I was like fuh dah shih. I then opened teambuilder -> added Weavile -> added Bisharp -> gave both SD, badabing badaboom. And from there, I built a team that I felt was a nice response to the current meta. I say that cause in the team, I utilize some underrated as well as standard 'mons that beat a lot of the current popular builds. The team focuses on offensive pressure, type synergy, and 'overloading the check(s)' with dark spam. Without further ado, let's hop right on in!
Team At A Glance:
Team Building Process:
I started off with these two, the dancing darks: Weavile bops many of the current builds with its speed and power, while Bisharp is ...Bisharp; and together, they can conquer all with a barrage of dark spam.
Next, Chomper was added for the purpose of setting up rocks, checking M-Lopunny, M-Gyara and Talonflame, and wearing down fat stuff like Landorus-T and Ferrothorn for my Dark core.
I then added Mega Venusaur to counter M-Altaria, Keldeo, Serperior, Thundurus, and Breloom, all of which could be annoying to the first three. Additionally, M Venu gives me a second check to Gyarados and baits in Psychics and Birdies for the Dark core and Chomper.
Heatran was my pick for the next spot cause Venu+Tran is an OP defensive core. It truly is. Besides that, Tran gives me some stallbreaking capabilities, a Zard X check, a fairy check, and a backup bird check, taking some pressure off of Chomper.
Finally, I noticed I had no hazard removal and that ALL MY MONS WERE GROUNDED!! so Latias was added. She gives me a Balancedorus switch in and useful Healing Wish support. Plus, her being Pursuit bait = Dark Core sets up. Dash bop.
Team In Depth:
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 252 Spd / 4 SpD
Nature: Jolly
Moveset: Swords Dance, Icicle Crash, Knock Off, Ice Shard
Here is the 1st of the Dancing Darks. Weavile is where it's at atm. It shreds the (bulky ground-Torn-T-Ferro) balance builds that have been spammed as of late, while being quite capable vs Offense and Stall. Moreover, its blistering 125 speed let's it outpace a large portion of the meta; this backed with its powerful STABs, access to priority and SD, make it a terrifying beast. Weavile is insane. For the moves, Knock Off is its hardest hitting spam able STAB, needed to hit Steel types that resist Ice; Icicle Crash takes care of bulky grounds and the fairies that resist Dark; Ice Shard lets Weavile revenge kill the genies, the dragons, the faster ice-weaks, and pick off weakned mons; SD boosts Weavile's attack to crazy levels, giving it the ability to bust through resists. After an SD, things that would normally check Weavile (Ferro, Clef, what have you) literally drop, some with a just a bit of prior damage needed. You may have games where said checks are the opponents only response to Weavile, meaning once they are even slightly weakened, it's gg.
For stronger Weavile checks such as Azumarill and Keldeo, I can take the 'overloading the check' route. To explain, Weavile can SD up then sack itself to hit Keldeo, for example, so later in the game the next Dancing Dark, Bisharp, can just clean sweep (and vice versa). Awesome right? Anyways, The EVs are p standard: max attack and max speed so Weavile can hit as hard as possible and outspeed everything bar the fast Megas and scarfers. Ezpz.
Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 252 Spd / 4 Def
Nature: Jolly
Moveset: Swords Dance, Iron Head, Knock Off, Sucker Punch
Bisharp, the 2nd Dancing Dark. This mon complements Weavile nicely in that it weakens things for well as sweeps things weakened by Weavile. Its purpose is to do the things Bishes do: pressure bulkier builds, beat psychics and fairies, deter Defog, and soften stuff with its boosted attacks. It carries Lum Berry as opposed to Life Orb for many reasons, the first being fuck Baton Pass. The second is so I can set up on Mega Sableye and on some passive ass walls (Chansey, Alomomomomomola), while being able to switch into Scald if absolutely necesarry (e.g. on a defensive Starmie or a Slowbro). The moves are str8 forward: Sucker Punch which lets it hit faster opponents; Iron Head to hit Dark resists and Fairies; Knock Off is to cripple walls and dent slower 'mons; And finally, SD is to boost its already high attack. I went Jolly Nature to outspeed SDef Gliscor, Adamant Dnite, and Modest Gardevoir pre m evo.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spd
Nature: Impish
Moveset: Dragon Tail/Toxic, Earthquake, Fire Blast, Stealth Rock
Is it fair to take a 1/4 outta a mons health by just standing there? Yes. The legendary fatchomp is here. Idk, I decided on Chomp cause my last teams all had Hippo on 'em. Hippo is str8 morphine. Anyways, Garchomp provides the team with an offensive SR setter that threatens hazard removers. It fits well on this team cause it wears down a ton of things which is quite key for my squad. Another function of chomp is to check Mega Lopunny and other physical mons. For the EVs, I went enough speed to outspeed Jolly Bisharp and dumped the rest into bulk so it could live up to the fat chomp name. Ok, moves. SR helps in wearing teams down which is why I run it; Dragon Tail to shuffle teams about racking up chip damage; Earthquake is a nice STAB, useful for hitting Dragon resists namely Bisharp; finally, Fire Blast is run to weaken Ferrothorn and Scizor. Rip Lando-T, your job has been taken.
Edit 1: Slashed Toxic as an option to run over Dragon Tail to help w/ DD Gyarados and some other threats; thanks Amaura for the suggestion! I tested it out and it is p awesome
Edit 2: Alternate Chomp set below; it lets Chomp outspeed standard Life Orb Kyurem-B at the cost of reduced bulk (e.g. M-Meta can 2HKO Chomp w/ Rocks up).
Venusaur @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 168 Def / 72 SpA / 20 Spd
Nature: Bold
Moveset: Sludge Bomb, Giga Drain, Hidden Power Fire, Synthesis
Venusaur used take this!
It's super-effective...the opposing OU meta lost 100% of its health!
The opposing OU meta fainted!
Mega Venusaur: the anti meta, rarely one-shotted plant. I opted for this cause it checks or counters so many threats to my team in just one slot. It covers M-Altaria, Serperior, Keldeo, Azumarill, Loom, and Thundurus without breaking a leaf. Besides being a defensive behemoth, M-Venu acts as a bait of sorts, forcing in things for the Dancing Darks to set up on. For its moves, M-Venu runs HP Fire to hit Steels not named Heatran, STAB Giga Drain to hit waters such Gyarados and ground types hard while giving it a little health, Sludge Bomb to bop Fairies and Dragons, and Synthesis to keep itself healthy.
Edit: The EVs have been changed to make Venu more defensive as that patched up some weaknesses. Thanks to Prince Python for the suggestion and the spread. They let M-Venu live Timid M-Garde's Hyper Voice + Psyshock, make Weavile's Icicle Crash a 3HKO after rocks, let Venu tank a +1 Flare Blitz from Adamant Char X, and make M-Lopunny's Return a 3HKO after rocks; 20 EVs are poured in speed to outspeed Adamant Azumarill and the rest is dumped into SpA to slightly increase Venu's damage output.
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 244 HP / 12 Def / 252 Spd
Nature: Timid
Moveset: Magma Storm, Taunt, Earth Power, Toxic/Stone Edge
Is Stall pissing you off? Does Clefable constantly sweep you? Is Talonflame birdin' thru yo team? If the answer is yes, then call 1800-FirstWorldProblems and a Heatran will be sent to your doorstep!
Heatran is here to stallbreak, basically. Like I said earlier, wearing down the opposing team is key to the Dancing Darks and Heatran does a great job at this. Common Tran switch ins (Keldeo, Heatran, Hippowdon, Starmie, Gyarados, TTar) either get Toxic'd or take damage, which is nothing but good news. I went max HP so it could take most SE hits w/o dying, and max speed to outpace Adamant Excadrill outside of sand, and all base 70's. It runs Magma Storm to cause STAB and to trap stuff like Clefable; Earth Power to hit Fire types and Fire resists, Taunt to shut down walls and prevent set up, and Toxic to wear down checks.
Edit: Heatran now runs Air Balloon > Leftovers thanks to the points raised by both GeeMick and Amaura. Stuff like Sand Rush Excadrill can really be a pain as it 2HKOs everything on the team, and other EQ'ers could spam EQ freely as Latias really has no business coming in on them. With balloon Heatran, those things are mitigated.
Edit 2: Stone Edge can be run over Toxic as a means to eliminate SDef Talon, Char Y, and Volcarona, especially if Chomp forgoes D Tail for Toxic. Big thanks to DennisEG for this suggestion; very helpful.
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SAtk / 252 Spd
Nature: Timid
Moveset: Draco Meteor, Psyshock, Defog, Healing Wish
"If your team isn't Offense yet doesn't have a switch in to Landorus, you shall perish." - A wise guy
I don't want to perish to Landorus. Latias doesn't want me too either, so she agreed to join my team. This cutie patootie not only checks Landorus but also removes hazards. Isn't that insane?! M-Venu is reliable as far as Keld checks go, but because it's on my team to check so much in addition to pony, it can be overrun when you factor in bs scald burns and hazard damage. Latias relieves M-Venu of some pressure, being a decent Keldeo check and all. That's another reason why I chose to run her.
When using a Pursuit weak mon, it is important to have something that sets up on Pursuit. Thankfully, I have the Dancing Darks to do just that! Another synergistic element this team has, huhu. Anyways, Latias is EV'd to switch into Keldeo's Specs Secret Sword twice w/ rocks up, and take two LO HP Ices from Thundurus w/o rocks. The 184 SpA guarantees the ohko on Landorus w/ Draco after rocks, and speed is maximized to speed tie with the 110s, outspeeding anything below that. Let's look at her moves: Draco Meteor is a nuke that dents anything non-resistant to it; Psyshock is run to hit fairies, CM users, and Keldeo; Defog to remove hazards; and Healing Wish to bring back a weakened teammate. Standard lati.
Replays:
Threatlist:
I have zero switch ins. Why? Cause I love to challenge myself! Jk; after the team was built, I was like "o shit, KB screws me..." w/e I'm out here. Just have to make tactical sacs.
Rofl. Um, I do have ways of revenge killing and as long as I damage it, Bish or Weav pull thru. M-Venu and Tran both tank a hit at full so I can get off damage that way; in short: tactical sacs.
Damn Weavile... This thing has the potential of damaging me greatly especially if it runs Low Kick. M-Venu can handle aswell as Heatran at full health. If times are dire, Weavile speed tie flinch imo. Edit: M-Venu's new spread makes it a solid check to Weavile.
A well played Gengar = rip, me. Standard stuff really. Bish and Weavile do manage tho if we talkin' rking, but if we talkin' switch-ins, where dey at doe.
If it's EQ, I'll gleefully click X. Nah, TankChomp + double priority should keep it in check, worse case scenario. Plus, M-Venu eats one hit at least. Best case scenario: Tran walls it. Edit: Balloon Tran checks it in a pinch assuming EQ.
Regular DD bounce Gyara is a threat. Bisharp + Chomp can handle.. I hope v.v
Chomp is the best switch and it gets 2HKOd :/ good thing is, Tran, Lati, and Weavile all outspeed so I can revenge kill; If hera is adamant, chomp outspeeds and gets off damage; Venu eats a hit and damages too. Hera is just another mon I must tactically sac to, lol.
A recently discovered threat. Heatran walls the standard set, tho if it's HP Ground, I'll click X with grace to save face. Kidding. If Volc turns out to be hp ground, the combination of Garchomp + Bisharp should squash it. Edit: Balloon Tran helps out a ton assuming Volc is HP Ground.
Same as KB. Fun.
(Sand Rush) This monster 2HKOs/1HKO's all on my team assuming rocks are up. Air Balloon Heatran and priority should keep this thing in check, and Venu/Chomp do eat a hit, but they should not be switching in on a potential EQ. In short: play smartly around it and I'm fine.
Ladder Peak:
Ladder and I have a love-hate relationship. When Im serious to ladder, I peak high, but most of the time, I just dgaf (i.e. Hate ladder). Anyways, I guess I was serious ish with this team, peaking #19 on my alt Dodoria.
Importable:
Conclusion:
At this point in the meta, Weavile does extremely well thanks to the rise of psychic win conditions, tankchomps, and Tornadus-Therians. It also can hold its own against the top tier Mega Altaria and Mega Metagross. Many teams now struggle to handle Weavile, and when you partner it with Bisharp, you can break through even the most tight knit squads and the sturdiest of checks!
My team's goal was to counteract trends in the meta, with M-Venu stopping the crazy M-Altarias and Manaphy's, TankChomp standing in the way of M-Metagross and M-Lopunny, and the Dancing Darks shredding the psychics and the rest of OU. I'd like to hope I was somewhat succesful in achieving that goal.
I think it's safe to say that spamming >1 of the same type is and has always been an effective strategy in Pokemon. An example is Birdspam where Tflame + Pinsir overload the check (Rotom-W, Landorus-T), eventually breaking it. Weavile + Bisharp function in the same way, overpowering Keldeo and other Dark resists. This team is hella fun though I'm sure it could be better, so feel free to leave a rate or suggestion. Peace. n_n
Hey n_n after a long ass hiatus, I make a return with my 4th RMT! Lemme give you a little backstory to the team. Basically, after witnessing the countless fatass CM spam teams (you know those M-Latias + Clef + fat shit), the M-Zam balances, the Tornadus-T's, and the fatchomps, I was like fuh dah shih. I then opened teambuilder -> added Weavile -> added Bisharp -> gave both SD, badabing badaboom. And from there, I built a team that I felt was a nice response to the current meta. I say that cause in the team, I utilize some underrated as well as standard 'mons that beat a lot of the current popular builds. The team focuses on offensive pressure, type synergy, and 'overloading the check(s)' with dark spam. Without further ado, let's hop right on in!
Team At A Glance:






Team Building Process:


I started off with these two, the dancing darks: Weavile bops many of the current builds with its speed and power, while Bisharp is ...Bisharp; and together, they can conquer all with a barrage of dark spam.



Next, Chomper was added for the purpose of setting up rocks, checking M-Lopunny, M-Gyara and Talonflame, and wearing down fat stuff like Landorus-T and Ferrothorn for my Dark core.




I then added Mega Venusaur to counter M-Altaria, Keldeo, Serperior, Thundurus, and Breloom, all of which could be annoying to the first three. Additionally, M Venu gives me a second check to Gyarados and baits in Psychics and Birdies for the Dark core and Chomper.





Heatran was my pick for the next spot cause Venu+Tran is an OP defensive core. It truly is. Besides that, Tran gives me some stallbreaking capabilities, a Zard X check, a fairy check, and a backup bird check, taking some pressure off of Chomper.






Finally, I noticed I had no hazard removal and that ALL MY MONS WERE GROUNDED!! so Latias was added. She gives me a Balancedorus switch in and useful Healing Wish support. Plus, her being Pursuit bait = Dark Core sets up. Dash bop.
Team In Depth:






Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 252 Spd / 4 SpD
Nature: Jolly
Moveset: Swords Dance, Icicle Crash, Knock Off, Ice Shard
Here is the 1st of the Dancing Darks. Weavile is where it's at atm. It shreds the (bulky ground-Torn-T-Ferro) balance builds that have been spammed as of late, while being quite capable vs Offense and Stall. Moreover, its blistering 125 speed let's it outpace a large portion of the meta; this backed with its powerful STABs, access to priority and SD, make it a terrifying beast. Weavile is insane. For the moves, Knock Off is its hardest hitting spam able STAB, needed to hit Steel types that resist Ice; Icicle Crash takes care of bulky grounds and the fairies that resist Dark; Ice Shard lets Weavile revenge kill the genies, the dragons, the faster ice-weaks, and pick off weakned mons; SD boosts Weavile's attack to crazy levels, giving it the ability to bust through resists. After an SD, things that would normally check Weavile (Ferro, Clef, what have you) literally drop, some with a just a bit of prior damage needed. You may have games where said checks are the opponents only response to Weavile, meaning once they are even slightly weakened, it's gg.
For stronger Weavile checks such as Azumarill and Keldeo, I can take the 'overloading the check' route. To explain, Weavile can SD up then sack itself to hit Keldeo, for example, so later in the game the next Dancing Dark, Bisharp, can just clean sweep (and vice versa). Awesome right? Anyways, The EVs are p standard: max attack and max speed so Weavile can hit as hard as possible and outspeed everything bar the fast Megas and scarfers. Ezpz.






Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 252 Spd / 4 Def
Nature: Jolly
Moveset: Swords Dance, Iron Head, Knock Off, Sucker Punch
Bisharp, the 2nd Dancing Dark. This mon complements Weavile nicely in that it weakens things for well as sweeps things weakened by Weavile. Its purpose is to do the things Bishes do: pressure bulkier builds, beat psychics and fairies, deter Defog, and soften stuff with its boosted attacks. It carries Lum Berry as opposed to Life Orb for many reasons, the first being fuck Baton Pass. The second is so I can set up on Mega Sableye and on some passive ass walls (Chansey, Alomomomomomola), while being able to switch into Scald if absolutely necesarry (e.g. on a defensive Starmie or a Slowbro). The moves are str8 forward: Sucker Punch which lets it hit faster opponents; Iron Head to hit Dark resists and Fairies; Knock Off is to cripple walls and dent slower 'mons; And finally, SD is to boost its already high attack. I went Jolly Nature to outspeed SDef Gliscor, Adamant Dnite, and Modest Gardevoir pre m evo.






Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spd
Nature: Impish
Moveset: Dragon Tail/Toxic, Earthquake, Fire Blast, Stealth Rock
Is it fair to take a 1/4 outta a mons health by just standing there? Yes. The legendary fatchomp is here. Idk, I decided on Chomp cause my last teams all had Hippo on 'em. Hippo is str8 morphine. Anyways, Garchomp provides the team with an offensive SR setter that threatens hazard removers. It fits well on this team cause it wears down a ton of things which is quite key for my squad. Another function of chomp is to check Mega Lopunny and other physical mons. For the EVs, I went enough speed to outspeed Jolly Bisharp and dumped the rest into bulk so it could live up to the fat chomp name. Ok, moves. SR helps in wearing teams down which is why I run it; Dragon Tail to shuffle teams about racking up chip damage; Earthquake is a nice STAB, useful for hitting Dragon resists namely Bisharp; finally, Fire Blast is run to weaken Ferrothorn and Scizor. Rip Lando-T, your job has been taken.
Edit 1: Slashed Toxic as an option to run over Dragon Tail to help w/ DD Gyarados and some other threats; thanks Amaura for the suggestion! I tested it out and it is p awesome
Edit 2: Alternate Chomp set below; it lets Chomp outspeed standard Life Orb Kyurem-B at the cost of reduced bulk (e.g. M-Meta can 2HKO Chomp w/ Rocks up).
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 56 Def / 200 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Fire Blast
Ability: Rough Skin
EVs: 252 HP / 56 Def / 200 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Claw
- Fire Blast






Venusaur @ Venusaurite
Ability: Thick Fat
EVs: 248 HP / 168 Def / 72 SpA / 20 Spd
Nature: Bold
Moveset: Sludge Bomb, Giga Drain, Hidden Power Fire, Synthesis
Venusaur used take this!
It's super-effective...the opposing OU meta lost 100% of its health!
The opposing OU meta fainted!
Mega Venusaur: the anti meta, rarely one-shotted plant. I opted for this cause it checks or counters so many threats to my team in just one slot. It covers M-Altaria, Serperior, Keldeo, Azumarill, Loom, and Thundurus without breaking a leaf. Besides being a defensive behemoth, M-Venu acts as a bait of sorts, forcing in things for the Dancing Darks to set up on. For its moves, M-Venu runs HP Fire to hit Steels not named Heatran, STAB Giga Drain to hit waters such Gyarados and ground types hard while giving it a little health, Sludge Bomb to bop Fairies and Dragons, and Synthesis to keep itself healthy.
Edit: The EVs have been changed to make Venu more defensive as that patched up some weaknesses. Thanks to Prince Python for the suggestion and the spread. They let M-Venu live Timid M-Garde's Hyper Voice + Psyshock, make Weavile's Icicle Crash a 3HKO after rocks, let Venu tank a +1 Flare Blitz from Adamant Char X, and make M-Lopunny's Return a 3HKO after rocks; 20 EVs are poured in speed to outspeed Adamant Azumarill and the rest is dumped into SpA to slightly increase Venu's damage output.






Heatran @ Air Balloon
Ability: Flash Fire
EVs: 244 HP / 12 Def / 252 Spd
Nature: Timid
Moveset: Magma Storm, Taunt, Earth Power, Toxic/Stone Edge
Is Stall pissing you off? Does Clefable constantly sweep you? Is Talonflame birdin' thru yo team? If the answer is yes, then call 1800-FirstWorldProblems and a Heatran will be sent to your doorstep!
Heatran is here to stallbreak, basically. Like I said earlier, wearing down the opposing team is key to the Dancing Darks and Heatran does a great job at this. Common Tran switch ins (Keldeo, Heatran, Hippowdon, Starmie, Gyarados, TTar) either get Toxic'd or take damage, which is nothing but good news. I went max HP so it could take most SE hits w/o dying, and max speed to outpace Adamant Excadrill outside of sand, and all base 70's. It runs Magma Storm to cause STAB and to trap stuff like Clefable; Earth Power to hit Fire types and Fire resists, Taunt to shut down walls and prevent set up, and Toxic to wear down checks.
Edit: Heatran now runs Air Balloon > Leftovers thanks to the points raised by both GeeMick and Amaura. Stuff like Sand Rush Excadrill can really be a pain as it 2HKOs everything on the team, and other EQ'ers could spam EQ freely as Latias really has no business coming in on them. With balloon Heatran, those things are mitigated.
Edit 2: Stone Edge can be run over Toxic as a means to eliminate SDef Talon, Char Y, and Volcarona, especially if Chomp forgoes D Tail for Toxic. Big thanks to DennisEG for this suggestion; very helpful.






Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SAtk / 252 Spd
Nature: Timid
Moveset: Draco Meteor, Psyshock, Defog, Healing Wish
"If your team isn't Offense yet doesn't have a switch in to Landorus, you shall perish." - A wise guy
I don't want to perish to Landorus. Latias doesn't want me too either, so she agreed to join my team. This cutie patootie not only checks Landorus but also removes hazards. Isn't that insane?! M-Venu is reliable as far as Keld checks go, but because it's on my team to check so much in addition to pony, it can be overrun when you factor in bs scald burns and hazard damage. Latias relieves M-Venu of some pressure, being a decent Keldeo check and all. That's another reason why I chose to run her.
When using a Pursuit weak mon, it is important to have something that sets up on Pursuit. Thankfully, I have the Dancing Darks to do just that! Another synergistic element this team has, huhu. Anyways, Latias is EV'd to switch into Keldeo's Specs Secret Sword twice w/ rocks up, and take two LO HP Ices from Thundurus w/o rocks. The 184 SpA guarantees the ohko on Landorus w/ Draco after rocks, and speed is maximized to speed tie with the 110s, outspeeding anything below that. Let's look at her moves: Draco Meteor is a nuke that dents anything non-resistant to it; Psyshock is run to hit fairies, CM users, and Keldeo; Defog to remove hazards; and Healing Wish to bring back a weakened teammate. Standard lati.
Replays:
http://replay.pokemonshowdown.com/ou-232814060 vs M Absol Offense
http://replay.pokemonshowdown.com/ou-232812579 vs Zard X Balance
http://replay.pokemonshowdown.com/ou-232567697 vs M-Latias Balance
http://replay.pokemonshowdown.com/ou-232565911 vs M-Meta Offense
http://replay.pokemonshowdown.com/ou-232964309 vs M-Garde Balance (comeback at the end)
http://replay.pokemonshowdown.com/ou-232812579 vs Zard X Balance
http://replay.pokemonshowdown.com/ou-232567697 vs M-Latias Balance
http://replay.pokemonshowdown.com/ou-232565911 vs M-Meta Offense
http://replay.pokemonshowdown.com/ou-232964309 vs M-Garde Balance (comeback at the end)
Threatlist:










Ladder Peak:
Importable:
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Ice Shard
- Icicle Crash
Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail / Toxic
- Fire Blast
Venusaur @ Venusaurite
Ability: Overgrow
EVs: 248 HP / 168 Def / 72 SpA / 20 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 244 HP / 12 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Taunt
- Toxic / Stone Edge
- Earth Power
Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Ice Shard
- Icicle Crash
Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail / Toxic
- Fire Blast
Venusaur @ Venusaurite
Ability: Overgrow
EVs: 248 HP / 168 Def / 72 SpA / 20 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis
Heatran @ Air Balloon
Ability: Flash Fire
EVs: 244 HP / 12 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Magma Storm
- Taunt
- Toxic / Stone Edge
- Earth Power
Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
At this point in the meta, Weavile does extremely well thanks to the rise of psychic win conditions, tankchomps, and Tornadus-Therians. It also can hold its own against the top tier Mega Altaria and Mega Metagross. Many teams now struggle to handle Weavile, and when you partner it with Bisharp, you can break through even the most tight knit squads and the sturdiest of checks!
My team's goal was to counteract trends in the meta, with M-Venu stopping the crazy M-Altarias and Manaphy's, TankChomp standing in the way of M-Metagross and M-Lopunny, and the Dancing Darks shredding the psychics and the rest of OU. I'd like to hope I was somewhat succesful in achieving that goal.
I think it's safe to say that spamming >1 of the same type is and has always been an effective strategy in Pokemon. An example is Birdspam where Tflame + Pinsir overload the check (Rotom-W, Landorus-T), eventually breaking it. Weavile + Bisharp function in the same way, overpowering Keldeo and other Dark resists. This team is hella fun though I'm sure it could be better, so feel free to leave a rate or suggestion. Peace. n_n
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