Doubles Teambuilding Competition - Week 69 - GAME OVER

Idyll

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~ Doubles Teambuilding Competiton ~


Approved by Artcicblast, credits to whoever did this first
Welcome to the Doubles Teambuilding Competition! This is a weekly competition which you can join at any time. Basically, what we are going to do here is we are going to see who can build the better team, hence the name. Each week, I will post a core, set, theme, or Pokemon and then you guys will post an importable of a team featuring said concept. Along with the team, you will post a short summary that may include: your teambuilding process, how the team works, replays, etc.; it's gonna look like a mini-RMT of sorts. After a few days, I will close submissions and then anyone can come and vote on the team which they think is best. The winner of the week will get some sweet bragging rights while also having their team featured for everyone to see in the teams hall of fame :>

Rules and Mechanics

Here's the process of how this competition will be hosted
  1. Five (5) days of submission of teams and discussion. Post your entry on the thread, be sure to follow this format!
    Code:
    <sprites>
    [hide=Importable][/hide]
    [hide=Description][/hide]
  2. Two (2) days of voting for the winning team
Submitting Teams: Please include the following when submitting your teams. Post your enty on the thread!
  • Optional but recommended: sprites. Setting to choose "sprites" in the sprites category in this sprite converter (http://fulllifegamer.bplaced.net/format.php) will help me TREMENDOUSLY.
  • Importable of your team in a hide tag
  • A brief description of your teambuilding process and how the team plays in another hide tag together.
  • Basically, that means you'll be using TWO hidetags in total.
It is recommended that you implement sprites (http://fulllifegamer.bplaced.net/format.php), replays, or other things to improve your chances but you must have the two in the bullet points :]

If you're using sprites, place them outside of the hide tags, not inside them!

Discussion and Changes: People are free to talk about their and other people's teams in this thread. People can make suggestions to other people's team but only to an extent; while you can suggest small things such as a nature change or move change, don't change up their team's structure or rebuild it because there's a different forum (RMT) for that. This isn't an RMT thread.

Winning: If you win, then congratulations! You'll have your name and team featured on the DOU Teambuilding Hall of Fame yay.

Copying Teams: Please don't. This just ruins the fun we can get out of this competition and is against the rules. You'll be DQd from the week if you were found copying other people's teams. If you suspect someone of doing this, PM me. Hopefully no one would do this but take this as a warning.

On Bandwagoning / Namevoting: Please don't do this either. Don't just vote for a guy just because they have a ton of votes already or they're famous. Don't feel pressured to vote for anyone for any reason other than having the best team. If you really think a team is the best out there, vote for that team; don't let anything pressure you to do otherwise. Bandwagoning just ruins the spirit of this competition and isn't cool :[

On Suggestions: If you have any suggestions for this competition, feel free to PM me. It'll be considered but there are ultimately no promises if it'll be implemented though.

Tiers: A week is for DOU unless stated otherwise.

***

HALL OF FAME
Week 1: Metagross + Hydreigon by Lanueba

Metagross @ Metagrossite
Ability: Clear Body
EVs: 16 HP / 240 Atk / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Ice Punch
- Protect

Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- Protect

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

Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 244 HP / 108 Def / 64 SpA / 72 SpD / 20 Spe
Calm Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Taunt

Togekiss @ Sitrus Berry
Ability: Serene Grace
EVs: 248 HP / 192 Def / 68 SpD
Calm Nature
- Follow Me
- Air Slash
- Thunder Wave
- Roost

Tyranitar @ Shuca Berry
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Rock Slide
- Earthquake
- Superpower
  • I started building the team around Metagross and Hydreigon that are the obligatory core of this round, Mega-Metagross can check fairy types and Hydreigon switch vs Dark and Fire moves.
  • I added Keldeo beacuse it's very useful for the core, it can check things like Bisharp or Heatran and hit extremely hard in return Metagross can kill Lati@s amoonguss and Mega-Venusaur.
  • Now Thundurus is the better option for this team, it can check the biggest threat of my team: Talonflame. Also it's the speed control mon of the team, with taunt Thundurus can disable walls or annoying things for the team, things like Thunder Wave users or attack redirect users. Metagross and Keldeo can kill ice types that are threatening for thundurus.
  • Togekiss is a great mon for the team, it can redirect moves and use the annoying combination of Thunder wave + Air slash + Serene grace and kill dragon and fighting types.
  • The last mon is Tyranitar a really beast that can sweep teams in late game with Dragon Dance and a good support against Talonflame. Metagross can kill Keldeo and Thundurus and Togekiss paralize opposing mons for a safe Tyranitar sweep.
I always start with Metagross and Keldeo, they can make holes in the opponent team or scout the leads with protect. If the opponent has a Aegislash or Charizard-mega-Y i switch out Metagross and use Hydreigon to kill it. Also i can use Togekiss and Thundurus in early game and use T-wave in the opposing 2 mons, and later use Hydreigon. After the opposing team is weakened i send Tyranitar and sweep


Week 2: Mega Gengar by pastelgameboy

Gengar @ Gengarite
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Destiny Bond
- Protect

Zapdos @ Safety Goggles
Ability: Pressure
EVs: 216 HP / 8 Def / 176 SpA / 108 Spe
Modest Nature
- Thunderbolt
- Hidden Power [Ice]
- Tailwind
- Protect

Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 184 Def / 72 SpD
Relaxed Nature
IVs: 0 Spe
- Spore
- Rage Powder
- Giga Drain
- Protect

Keldeo @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Taunt
- Protect

Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 152 HP / 252 SpA / 104 Spe
Modest Nature
- Heat Wave
- Earth Power
- Flash Cannon
- Protect

Sylveon (F) @ Choice Specs
Ability: Pixilate
EVs: 56 HP / 200 Def / 252 SpA
Modest Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Hyper Voice
- Psyshock
- Moonblast
- Hidden Power [Ground]
Gengar @ Gengarite
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Destiny Bond
- Protect
Standard set. Shadow Ball and Sludge Bomb for dual STAB, and Protect for obvious reasons. I didn't know what to put as the third slot until the rest of the team was done, but I decided Destiny Bond because its frail as fuck and it can be an easy KO to a bulky mon if you play it right. EV spread is to go fast and hit hard, which is what Gengar is meant to do.

Zapdos @ Safety Goggles
Ability: Pressure
EVs: 216 HP / 8 Def / 176 SpA / 108 Spe
Modest Nature
- Thunderbolt
- Hidden Power [Ice]
- Tailwind
- Protect
I wanted a Ground switch-in and Tailwind, and decided that Zapdos would be a good fit for these roles. Its also a mon not commonly used, which I thought was fun. Plus with Safety Goggles it makes for a good Amoonguss switch-in. Thunderbolt for STAB, HP Ice for Landorus mainly, Tailwind for fast mon mode, and Protect for Protect. The HP and Defense investment survives a Mega Diancie Diamond Storm, and it has enough Special Attack to OHKO Landorus-T with HP Ice. The Speed also outspeeds Jolly Breloom. Basically, Zapdos serves as the offensive utility for this team.

Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 184 Def / 72 SpD
Relaxed Nature
IVs: 0 Spe
- Spore
- Rage Powder
- Giga Drain
- Protect
I didn't have a proper answer to Rotom-W or a Trick Room counter, so here comes Amoonguss. I felt that redirection would help out Mega Gengar a lot, specifically against Earth Power's and Aegislash, and Sleep is always nice. The set is literally every Amoonguss ever, and I don't feel you guys need another explanation of it. I've been really liking Rocky Helmet lately for mons like Talonflame and Mega Kangaskhan, so that's why I went with it over Sitris Berry.

Keldeo @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Taunt
- Protect
I needed another hyper-offensive mon, and after learning about the great synergy it had went Mega Gengar, I went with Keldeo. I chose Scald over Hydro Pump because I like burn hacks, and I like never missing. Secret Sword is another powerful STAB. For the third moveslot, it was initially Icy Wind, but I changed it to Taunt later on since this team has trouble with Trick Room, even with Amoonguss. Then Protect rounds out this set. EV spread is super standard, go fast hit hard; rise, wash repeat.

Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 152 HP / 252 SpA / 104 Spe
Modest Nature
- Heat Wave
- Earth Power
- Flash Cannon
- Protect
I always like having F/W/G cores on my teams, and I figured since I already have Amoonguss and Keldeo, I chose Heatran. Heatran also serves as a switch-in to Talonflame and Cresselia; two things my team struggles with. Standard set, but I really prefer Flash Cannon over Sub on my Heatran because I really appreciate it for Fairies. Max SpA for as much damage as possible, while the Spe EV's speedcreeps Rotom forms and 76 Spe Venusaur when the sun isn't up. The rest is dumped into HP. I usually run Goggles with this set, but because Zapdos already has Goggles, I thought it would be redundant and went with Shuca instead.

Sylveon (F) @ Choice Specs
Ability: Pixilate
176 HP / 252 SpA / 80 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Hyper Voice
- Psyshock
- Moonblast
- Hidden Power [Ground]
This team still had weaknesses to Dark types and Kyurem-B, so Sylveon was my last pick. I figured it would be a good partner with Mega Gengar, since resists to Hyper Voice wouldn't be able to switch-in. Standard wall-breaking Tailwind Sylveon. 80 Speed outspeeds base 110's under Tailwind, max Special Attack for ultimate destruction, and the rest into HP.


Week 3: Mega Venusaur by Arcticblast

Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 228 HP / 252 SpA / 28 SpD
Modest Nature
IVs: 0 Atk
- Protect
- Substitute
- Ice Beam
- Earth Power

Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Protect
- Rock Slide
- Close Combat
- Quick Guard

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 124 Def / 76 SpA / 56 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Leech Seed
- Protect

Landorus (Landorus-Therian) (M) @ Choice Scarf
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Earthquake
- Rock Slide / Stone Edge
- Superpower
- U-turn

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Protect
- Brave Bird
- Flare Blitz
- Tailwind

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- King's Shield
- Wide Guard
- Shadow Ball
- Flash Cannon
I've always felt that Venusaur is a bit passive for a Mega Evolution, even when you're spamming Leech Seed. As a result I've never been a huge fan of the typical cores involving Venusaur, a bulky Water, and a Heatran (or Rotom-H). I never said heavier offense was off the table though! A few days ago I was thinking of using Kyurem-B, and found that it, Terrakion, and Mega Venusaur actually complemented each other really well, and decided to roll with those. I originally had Latios and Jirachi over Landorus-T and Aegislash, but after being frustratingly weak to Talonflame and a little too slow for my liking, I settled on the latter two. (I considered HP Steel Darkrai at one point.)

Sub Kyurem-B needs no explanation. It sets up on a ton of common Pokemon and proceeds to wreak havoc. Of course, Kangaskhan is probably one of Kyurem-B's worst matchups, with Charizard Y in a close second, so Terrakion came next. Being able to beat many of Kyurem-B's checks and counters while also having its own covered in part by Kyurem-B (hello Amoonguss!) is great. Venusaur is a really cool addition to the core to cover the weakness to Keldeo and Fairy-types, such as Sylveon and Diancie, while also providing a super bulky backup to the duo. Leech Seed keeps it alive almost indefinitely against bulkier teams that can't break through it. Talonflame was the next addition. I wanted to take down the fast and frail but powerful things like Deoxys-A and Mega Gardevoir that could give my core trouble. It also covers Aegislash, which my three are hard pressed to beat. Landorus-T was grudgingly added after I realized I was lacking in reliable Speed control and dropped Will-o-Wisp on Talonflame, but it helps against my hyper offense matchup. Aegislash provides Wide Guard support (free Subs on Lando-T sometimes!) as well as another Fairy check, while also just being really bulky and powerful in general.

And yeah, this team does great against Stratos's Trick Room team - Kyurem-B and Mega Venusaur easily win the war of attrition, as long as Cresselia is weakened beforehand and you play well against Camerupt.


Week 4: Shaymin-S + Keldeo by shrop05


Keldeo @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Quick Guard
- Protect

Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 108 HP / 252 SpA / 148 Spe
Modest Nature
- Ice Beam
- Earth Power
- Substitute
- Protect

Gengar @ Gengarite
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Disable
- Protect

Shaymin-Sky @ Focus Sash
Ability: Serene Grace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Air Slash
- Seed Flare
- Earth Power
- Protect

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 20 Atk / 252 SpA / 236 Spe
Rash Nature
- Psycho Boost
- Ice Beam
- Thunder Wave
- Extreme Speed

Heatran @ Safety Goggles
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Heat Wave
- Flash Cannon
- Taunt
- Protect
This is a team I've been messing around with for the past few months. The goal is to get into a situation where you have two mons out on the field that have opportunities to KO both of your opp's mons and even if they switch they get 2hko'd. Trapping/disable is utalized by gengar to shut down things that are in advantageous situations. Not much switching is done because pretty much everything is frail as fuck minus heatran and kyub kinda. Naturally Hyper Offense is weak to TR but this team DOES have some options to deal with it. First off, you can flinch shit with skymin which is cute, secondly taunt tran catches a ton of Cresselias off guard. Also sub Kyub is quite good vs TR.

Quick guard is chosen on keldeo because this team, along with any team with skymin+keldeo, is weak to yolobird. I chose to go with a Kyub that outspeeds breloom because sashes in general are threatening to HO because they force double targets because of the lack of spread moves on HO. Disable is the third move on gengar because it completely shuts down mons that are already trapped which nets a ton of free KOs. My deoxys set is rather odd as I forgo to both superpower/low kick and protect. I did this because I felt like I was super prepared for kanga and I was disappointed with the lack of damage when using protect. Twave is used to shut down rain (mainly ludicolo) because ludi in rain can do LOADS to this team minus KYUB. Also Twave is nice for teams that are using tailwind because it puts a stop to that. Tran uses flash cannon>earthpower because I felt like I was a little weak to fairy spam especially in tailwind/tr.


Week 5: Latios + Heatran by 3RROR404


Heatran @ Safety Goggles
Ability: Flash Fire
EVs: 48 HP / 252 SpA / 208 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Heat Wave
- Earth Power
- Protect

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Tailwind
- Protect

Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 184 Def / 76 SpD
Sassy Nature
IVs: 0 Atk
- Rage Powder
- Spore
- Giga Drain
- Protect

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 236 HP / 100 Def / 120 SpA / 40 SpD / 12 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Shadow Ball
- Protect

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 176 HP / 252 SpA / 80 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield
Heatran @ Safety Goggles
Ability: Flash Fire
EVs: 48 HP / 252 SpA / 208 Spe
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Heat Wave
- Earth Power
- Protect

Heatran is the first member of the team since it is part of the core we had to use for this week. The Evs are for a standard fast Heatran with 209\8 speed to creep other Heatran. Because I am not running sub, I chose to use Safety Goggles to not get spored by other Amoonguss under Trick Room. Stealth Rocks is in the first slot because I wanted a way to cripple Talonflame on switch in because Amoonguss and Garde don't want to be hit by priority Brave bird. Rocks are also useful since many people don't expect them or forget to play around them, They help get chip damage for Mega Garde to pick up kills. Heat Wave is standard STAB for Heatran which hits the Steel types that prevent Mega Garde from sweeping. Earth Power is for coverage and to ensure that Heatran is not walled by opposing Heatran. Protect is in the last slot as it is mandatory so you don't die to double targeting or Super Effective attacks etc.

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Tailwind
- Protect

Latios is the second member of the team and was also required to be used for the competition this week. Latios is using a standard spread with a timid nature to outrun notable threats like Terrakion and Keldeo. Life Orb is used as the item to give Latios more power with its two STAB attacks. Draco Meteor is in the first slot and is used to nuke targets. However, the move has to be used carefully so Latios does not become set up fodder for the opponent. Psyshock is used to hit mons that have higher SpDef then Def. It is also Stab and does not lower Latios' SpA. Tailwind is in the third slot to provide speed control and open up opportunities for Mega Garde to get a sweep. Protect is in the last slot as usual.

Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 184 Def / 76 SpD
Sassy Nature
IVs: 0 Atk
- Rage Powder
- Spore
- Giga Drain
- Protect

Amoonguss is the third member of the team and provides support with Rage Powder and Spore. Rocky Helmet is the chosen item to help with the Mega Kang match up and to provide support against physical attackers in general. With this item, it is important to abuse Amoonguss' ability to remain healthy throughout the match. Rage Powder provides redirection and helps Latios set up tailwind or Heatran set up rocks. Spore is good in general and is pretty spammed when in trick room. Giga Drain is STAB and makes sure that Amoonguss is not taunt bait. Protect is in the last slot for the usual reasons.

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 236 HP / 100 Def / 120 SpA / 40 SpD / 12 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect

Rotom-Wash rounds out the FWG core and provides support against the dreaded Lando-T match up. The EV Spread provides Wash with enough Special Attack and Speed to both OHKO and creep Adamant Scarf Lando-T under Tailwind. The rest of the Evs were used to provide bulk. Sitrus Berry is its standard item and gives Wash some form of recovery. Hydro Pump is STAB and will OHKO Lando-T. Thunderbolt is also STAB and hits Water types that otherwise wall Wash. Will-oWisp is used to cripple physical attacks and Calm Mind Cress. Protect is in the last slot for obvious reasons.

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Shadow Ball
- Protect

Gardevoir is my mega and my usual win condition under tailwind, Gardevoir serves as a solid answer to Kyurem black when it is behind a sub. The EV spread is for Garde to creep neutral 70's before Tailwind and has max Special Attack with Modest nature to provide the maxium amount of damage. The rest of the Evs were dumped into HP to provide mixed bulk. The set is pretty straight forward with two STAB moves and Shadow Ball for coverage so Garde is not hard walled by Aegislash. Protect gives Garde a turn to safely mega and avoid double targets.

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 176 HP / 252 SpA / 80 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

Aegislash is in the last slot and assists with the Trick Room match up and provides support with Wide Guard. Aegislash is my answer to Mega-Diancie because 80 Speed Evs have it outspeed Mega-Diancie under Tailwind. Aegislash has Max Special attack to hit hard as possible and the rest were dumped into HP for some bulk. Weakness Policy is the chosen item because it deters attackers from hitting it with Super Effective moves. After Weakness Policy boosts, Aegislash can put a nice dent in most teams. The Moves chosen are pretty standard. Shadow Ball and Flash Cannon are its usual STAB. Wide Guard protects against spread moves and King's Shield is in the last slot for both mind games and a protect.


Week 6: Salamence by qsns


Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 220 HP / 196 Atk / 92 SpA
Brave Nature
- Rock Slide
- Focus Punch
- Ice Beam
- Protect

Stoutland @ Focus Sash
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Return
- Crunch
- After You
- Protect

Rotom-Heat @ Safety Goggles
Ability: Levitate
EVs: 200 HP / 88 SpA / 220 Spe
Modest Nature
- Overheat
- Thunderbolt
- Will-O-Wisp
- Protect

Salamence @ Choice Specs
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- Flamethrower
- Hydro Pump
- Dragon Pulse

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 92 Atk / 164 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Leech Seed
- Protect

Keldeo @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Taunt
- Protect
first time entering this because the mon choice is fun :) this team is really weird but somehow works. i guess the surprise is ruined after posting it here but idrc. basically, the team is built around the combo of sand rush after you stoutland + ttar with a lot of coverage that i found in a nugget bridge team report. with this, ttar is able to get surprise kills on things like landorus-t and mega kangaskhan. sash on stoutland because the other items kind of suck ass and sand rush makes it so sash doesn't break n_n ttar was originally not a mega but i didnt have another mega on the team and didn't really want another one ¯\_(ツ)_/¯

focus punch is pretty sick because as the author of the article said, "Raw Focus Punch in doubles is quite simple to play with since, for most scenarios, I either get a Focus Punch off or I would have be OHKO’d before I could attack anyways." superpower doesnt get the kill on bulkier kanga so its not a great option either.

rest of the teamslots were just filling in holes. the core is really breloom weak so i added goggles rotom-heat to check it. outspeeds loom, survives lando-t stone edge, the standard.

mence was added next because i wanted a switchin and way to beat rotom-wash, but i kind of wanted intimidate to help the longevity of the team. fighting resist for the sand core was also pretty neat. specs mence is a legend and a menace (252+ SpA Choice Specs Salamence Draco Meteor vs. 252 HP / 40 SpD Rotom-W: 282-333 (92.7 - 109.5%) -- 56.3% chance to OHKO). it's one of my favorite underrated mons to use.

ferro was a "win condition" of sorts that worked well with mega ttar beating zardy one on one. you can use whatever item you want but i think the lum set is quite bad now because rotoms aren't running like 0 defense. the spdef avoids a 3hko from aegislash shadow ball after leftovers.

this slot was originally dd gyara but the team ended up bisharp weak sooo keldeos pretty cool too. i hate hydro but its nice for this team to be able to do more damage to aegislash so i guess i had to use it. dont need quick guard so i just picked taunt.

somehow, the team works even though it doesn't look fantastic on paper. it's got enough longevity and surprises to compete with any archetype right now. its also really fun to play with :)


Week 7: Mega Abomasnow by Laga


:pig: (Abomasnow) @ Abomasite
Ability: Snow Warning
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Blizzard
- Giga Drain
- Ice Shard
- Protect

POKEGOD RACHEE (Jirachi) @ Mental Herb
Ability: Serene Grace
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Follow Me
- Iron Head
- Trick Room
- Protect

:piig: (Keldeo) @ Life Orb
Ability: Justified
EVs: 32 HP / 224 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Scald
- Quick Guard
- Protect

:piiig: (Rotom-Heat) @ Safety Goggles
Ability: Levitate
EVs: 252 HP / 144 Def / 112 SpD
Bold Nature
IVs: 0 Atk / 30 Spe
- Volt Switch
- Overheat
- Will-O-Wisp
- Protect

MEGABUS (Azumarill) @ Sitrus Berry
Ability: Huge Power
EVs: 228 HP / 252 Atk / 8 Def / 20 SpD
Brave Nature
IVs: 0 Spe
- Belly Drum
- Play Rough
- Protect
- Aqua Jet

:piiiig: (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 12 HP / 252 Atk / 28 Def / 216 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Knock Off
Hands down the best semi TR team I've ever built, and also better than all of Stratos' semi TR teams combined. This team was built by me way way back in week 2 of SPL, which I then used to beat TFC. This team is undoubtedly my most timeless, all of my other greatest works (ablast's spl 1 death and that-team-I-built-with-Lohgock-that-didn't-lose-in-dubs-open-until-TFC-crit-me-last-turn) being swept out of viability by metagame trends or new Pokemon. This team has been viable since early January and still is. I've considered RMTing this many times, and will probably do if it stays viable in the future :)

The main core in focus is Azu / Abomasnow / Jirachi, and it's been taking souls since birth. I had this idea of Mega Abomasnow + Azu in Trick Room, since Azumarill can set up on at least 95% of things that switch into blizzards from aboma (tran, volc, steel-types, water-types). Jirachi was the perfect setter, since it's not really that expected, and also can help Azumarill set up a BD if the TR plan doesn't work out. It does an insanely consistent job with carrying the entire team on it's back with the help of just one WoW user and one Intimidate. Azumarill and Aboma are the main stars of the show. Based on the matchup to your opponent's team, you should decide which path to take a few turns before you bring them in together. Once they're in together, you can either keep attacking with both (even without BD you can almost always OHKO one or both mons on the field), or if their entire team is weak to azu, just Blizzard while belly drumming, even if it costs you Aboma. There are so few things that stay in on Aboma that can do over 50% dmg to Azumarill, and whatever switches in will likely therefore be free setup turns for Azumarill. Only problems i can think of immediately (and these are assuming that they're already in) are full HP Rotom-W, full HP Ferrothorn, or full hp Life Orb Escav (which isn't really used anymore lets be honest).

Rotom-H is the gluey glue of the team. Burns are insanely helpful against Kangaskhan or if u want to create free turns on weaker physical attackers. Overheat is nice because it can nuke something if you are in TR; another useful thing about this mon being that minspeed can underspeed a shitload of regular threats in TR. Volt Switch is so damn underrated on Rotoms in semi Trick Room. Slow Volt Switch + TR lets you bring in one of your nukes freely, and Volt Switch on the last turn of TR (where they likely will have their slowest mons in) lets you bring in one of your fast mons.

Lando-T and Keld are the oh-shit-TR-is-gone-and-now-I-need-damage core. Keld has those nice wallbreaking abilities, also a secondary fire / water check, since a mon that purposefully takes away half of its HP isn't a v consistent defensive check to anything at all. Lando is crucial for Intimidate and Rock Slide flinches. Both are great Pokemon to send in if you've taken the route of sacrificing Aboma for a belly drum and TR has worn out.


Week 8: Volcarona by Nido-Rus


Volcarona @ Life Orb
Ability: Flame Body
EVs: 68 HP / 252 SpA / 188 Spe
Modest Nature
- Quiver Dance
- Heat Wave
- Giga Drain
- Protect

Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Taunt/Will-O-Wisp
- Protect

Landorus-Therian @ Life Orb
Ability: Intimidate
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Protect

Keldeo @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Quick Guard
- Protect

Jirachi @ Safety Goggles
Ability: Serene Grace
EVs: 252 HP / 60 Def / 88 SpD / 108 Spe
Careful Nature
- Icy Wind
- Follow Me
- Iron Head
- Stealth Rock

Zapdos @ Sitrus Berry
Ability: Pressure
EVs: 252 HP / 84 Def / 28 SpA / 32 SpD / 112 Spe
Modest Nature
- Thunderbolt
- Roost
- Tailwind
- Hidden Power [Ice]
This is a team I made just a few days before this round was announced, while building around the general idea of Volc+rocks+redirection support. This time, I tried Mega gar over diancie to trap stuff like kanga, latios, terrak, etc. early game, giving volc an easier time setting up.
Used my standard volc set here, giga drain works as a great lure for common volc switch-ins, while volc outspeeds and OHKOs lando-T at +1. Added in Jirachi to act as redirection support, an amoong switch-in, and speed control with icy wind.
At this point, I wanted rocks to break sashes and deal the tiny chip damage that Volc/Mega Gar/Keld need for some KOs. Added in Life Orb Lando-T, something I saw Kamikaze17 use in one of his seasonals matches (he still won't pass me his spread n_n). Leading Lando can help fake a scarfed set, often letting me set rocks on double protects or switch moves for surprise KOs later on.
The last two added were zapdos and Keld. Zapdos sets tailwind, allowing lando-T to clean up late-game, along with keldeo to provide a pseudo-FWG core with Volc, hitting the fire types that hard wall Volc. Keldeo also provides Quick guard support against fake out, thund-I, talon, etc.

Of course, replays are better at showing how a team works than my bad explanations, so here are a few games with this team:
http://replay.pokemonshowdown.com/doublesou-255248660 - Rain
http://replay.pokemonshowdown.com/doublesou-256128392 - Mega Luke
http://replay.pokemonshowdown.com/doublesou-256119242 - Mega Venu


Week 9: Darkrai by qsns



Altaria-Mega @ Altarianite
Ability: Natural Cure
EVs: 176 HP / 180 Atk / 152 Spe
Adamant Nature
- Dragon Dance
- Roost
- Double-Edge
- Protect

Darkrai @ Life Orb
Ability: Bad Dreams
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Focus Blast
- Ice Beam / Hidden Power Steel
- Protect

Jirachi @ Sitrus Berry
Ability: Serene Grace
EVs: 252 HP / 68 Def / 80 SpD / 108 Spe
Careful Nature
- Follow Me
- Iron Head
- Icy Wind
- Protect

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Earthquake
- Stone Edge
- U-turn
- Superpower

Rotom-Heat @ Safety Goggles
Ability: Levitate
EVs: 252 HP / 36 SpD / 220 Spe
Calm Nature
- Overheat
- Thunderbolt
- Will-O-Wisp
- Protect

Virizion @ Life Orb
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Leaf Blade
- Protect
This team was built around Mega Altaria and Darkrai, two mons with great offensive synergy. Altaria's set is a Dragon Dance variant that OHKOs Mega Kangaskhan with +1 Double Edge. I feel it's an unexplored mon that has the potential to work well in the metagame. Darkrai beats Aegislash and dents Heatran, two of the best Fairy resists in the tier right now. As stupid as it seems, this team doesn't love taking on Diancie so HP steel is a valid choice >_>

Jirachi is a redirector with amazing synergy w/ Altaria, resisting its fairy, poison, and steel weaknesses. Sitrus b/c I don't need Goggles on the team, standard spread. It helps Altaria set up and provides much needed speed control (Icy Wind so it can hit lando)

Landorus-T is a standard af mon used to check Charizard Y and give Altaria set up opportunities thanks to Intimidate. It's an ok kanga switchin which is cool too. I really really needed stone edge on this team because Landorus needs to kill Chary and can't risk a Wide Guard user bodying the team.

Rotom-Heat is an Amoonguss switchin, a levitator to EQ besides, and a Sun check. I don't really need the offensive presence as much as it to check stuff and be alive, so I went with a more defensive spread than the standard one.

Finally, Virizion was added as an easy way to kill Kanga and another switchin to Spore. I've been liking this musketeer quite a bit recently because it has a really cool typing that naturally beats Kanga + amoong. Stone Edge to kill Zardy and I don't really need the other support moves.


Week 10: Hoopa by Arcticblast



Blake Hooper (Hoopa-Unbound) @ Life Orb
Ability: Magician
EVs: 128 Atk / 204 SpA / 176 Spe
Hasty Nature
- Protect
- Hyperspace Fury
- Hyperspace Hole
- Ally Switch

dogdogDOGDOG (Suicune) @ Sitrus Berry
Ability: Pressure
EVs: 252 HP / 84 Def / 40 SpA / 80 SpD / 52 Spe
Bold Nature
IVs: 0 Atk
- Snarl
- Tailwind
- Scald
- Ice Beam

m'Garde (Gardevoir) @ Gardevoirite
Ability: Trace
EVs: 72 HP / 108 Def / 220 SpA / 108 Spe
Modest Nature
IVs: 0 Atk
- Protect
- Encore
- Hyper Voice
- Psyshock

buhrGUHLHLHLHL (Terrakion) @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Rock Slide
- Close Combat
- Taunt

you prick (Ferrothorn) @ Lum Berry
Ability: Iron Barbs
EVs: 252 HP / 136 Atk / 120 SpD
Sassy Nature
IVs: 0 Spe
- Protect
- Gyro Ball
- Leech Seed
- Power Whip

Heatom (Rotom-Heat) @ Choice Scarf
Ability: Levitate
EVs: 56 HP / 252 SpA / 200 Spe
Timid Nature
IVs: 0 Atk
- Overheat
- Thunderbolt
- Will-O-Wisp
- Trick
BLOOD TOTEM mentioned once that nothing switches in on Hoopa-U + Mega Gardevoir and he was kind of right so I built Tailwind with it. Terrakion was added for a Kang check, Ferro provided a Water resist and soft TR check, and Rotom-H was my glue. Scarf Rotom-H is an awesome glue actually.

Team relies a little heavily on Tailwind unfortunately, but once it's up everything is way more threatening (except Ferro lol). Hoopa/Gard pretty much is impossible to switch in on, and Terrakion covers pretty much everything they don't.

Bear with me it's almost 1 AM


Week 11: Breloom by KyleCole

Kangaskhan-Mega @ Kangaskhanite
Ability: Inner Focus
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Protect
- Return
- Power-Up Punch
- Sucker Punch

Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Spore
- Protect

Gyarados @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 92 Atk / 92 Def / 16 SpD / 56 Spe
Careful Nature
- Waterfall
- Icy Wind
- Stone Edge
- Protect

Landorus-Therian @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Knock Off
- Protect

Aegislash @ Leftovers
Ability: Stance Change
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
IVs: 0 Atk
- King's Shield
- Wide Guard
- Substitute
- Shadow Ball

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- Protect
I started the team with the standard Kangaskhan/Breloom/Suicune/Landorus-T core that makes up a lot of ladder squads, but I swapped Suicune out for Icy Wind / Stone Edge Gyarados so that I could have a bulky water that wasn't just Sub bait for Kyurem-B. I added Aegislash after that for a solid Kangaskhan partner, a fairy resist, and a great Trick Room check. Talonflame came last for Tailwind, Tailwind really frees up the team to use sets like Protect Kangaskhan which sacrifices some speed for a bit of HP, Life Orb Landorus-T, and of course make Breloom a lot more threatening.

The Kangaskhan set outspeeds max speed Adamant Landorus-T and survives a Superpower from the same set. The loom set is standard: max speed, max attack, jolly nature. The Gyarados set outspeeds Landorus-T in Tailwind and 2HKOs Landorus-T at -1, the bulk investment is just the most efficient EV spread to maximize mixed bulk with what I had left, while taking Intimidate into account. Landorus-T is max attack, max speed, Jolly nature with Life Orb to OHKO Heatran through Shuca with a lot more freedom than a Choice Scarf set. Aegislash is Wide Guard & Substitute to protect my triple flying + 2 fire weaks and also wreck Trick Room teams. Talonflame is standard.


Week 12: Landorus-I by Electrolyte


Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Earth Power
- Sludge Bomb
- Hidden Power [Ice]
- Protect

Terrakion @ Focus Sash
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Quick Guard
- Protect

Metagross @ Metagrossite
Ability: Clear Body
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Substitute
- Protect

Hydreigon @ Life Orb
Ability: Levitate
EVs: 216 HP / 152 SpA / 16 SpD / 124 Spe
Modest Nature
- Roost
- Draco Meteor
- Dark Pulse
- Protect

Azumarill @ Choice Band
Ability: Huge Power
EVs: 164 HP / 252 Atk / 92 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Waterfall
- Superpower

Talonflame @ Safety Goggles
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Naughty Nature
- Tailwind
- Taunt
- Brave Bird
- Overheat
In this team, Landorus allows for a Substitute Mega Metagross / Choice Band Azumarill sweeps by clearing away bulky Steel-types and Landorus-T. Terrakion was chosen as a secondary Steel killer as well as a Kangaskhan and Sun check. Quick Guard helps protect the team from Thundurus's "Speed Control" and blocks Taunt for Mega Metagross. Metagross is the bulk of physical offense; it was chosen for its powerful and fast Steel- and Psychic-type offense that compliments Landorus's offensive coverage well. It is also the main Fairy check. Bulky Roost Hydreigon acts as a special sponge and tank; I chose it over Kyurem-B because it can switch into Aegislash and because I needed to be able to hit Water-types. Strong LO Dark Pulse also gives me offense against Trick Roomers and other Ghost-types. Choice Band Azumarill also helps check Water-types and Keldeo, while also providing strong physical offense to compliment Mega Metagross. It too helps check Landorus-T, and is a great answer to Mega Diancie. Finally, Goggles Talonflame was chosen as a Grass-type switch in and Sleep absorber, second Sun check, and Tailwind supporter. Max+ Atk and Max Spe so it can hit hard and outspeed base 110s like Mega Metagross. Strong priority from Azumarill and Talonflame help check sweepers, and Talon's Overheat makes it a perfect Ferrothorn counter, without forcing massive amounts of recoil like Flare Blitz (and still OHKOs standard Ferro 94% of the time).


All of the sets and spreads are pretty much standard, but there are multiple spots where you can tweak the team to fit your personal playstyle / the playstyle of your opponent. Landorus's secondary attack move can vary; I used Sludge Bomb for extra coverage against Fairies, but you can also use Focus Blast to hit Ferrothorn, Rock Slide to hit Talonflame / Charizard (Timid LO is a guaranteed OHKO even with spread, though not at -1) or even support moves like Sandstorm for ammo against Rain, Sun, and Hail. On Azumarill, I chose Superpower as the last move to nail Ferrothorn and Mega Kangaskhan; you can also use Knock Off if you fear CM Cress and Aegislash, or Ice Punch if you want more to hit Amoonguss with. On Talon, I chose Tailwind + Taunt as the support moves; Tailwind is pretty ez as Landorus, Hydreigon, and Azumarill all become absurdly powerful in it. Taunt was chosen just as another precaution against Trick Room; it's not on Terrakion so Terrak + Talon can protect against Fake Out TR leads, as well as Taunt Thunduruses before they Taunt me. If you're not as scared of those things, you can also run WoW on Talon to check Kang and locked Landorus-Ts.

Bulky Water-types are a little bit of an issue because of a lack of Grass-types, but that's ok because every Pokemon on the team can hit Water neutrally with a STAB, so they'll get worn down easily.


Week 13: Serperior by pastelgameboy


Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 240 Atk / 16 Def / 252 Spe
Jolly Nature
- Rock Slide
- Crunch
- Dragon Dance
- Protect

Excadrill @ Focus Sash
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Slide
- Drill Run
- Iron Head
- Protect

Rotom-Heat @ Safety Goggles
Ability: Levitate
EVs: 252 HP / 156 Def / 24 SpA / 76 SpD
Calm Nature
IVs: 0 Atk
- Overheat
- Thunderbolt
- Will-O-Wisp
- Protect

Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Leaf Storm
- Hidden Power [Ground]
- Dragon Pulse
- Protect

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Tailwind
- Protect
This team was my result from trying to build a Mega Tyranitar team without Shaymin-S. What I was thought was gonna be a decent team at best ended up being really, really solid. Started with the obligatory Mega Ttar + Exca core. Instead of the Skymin + Keld + Talon core that's on KyleCole's sand team, I went with a slightly bulkier Heatom + Azu + Serp core. Rotom-Heat actually has awesome synergy with the Mega Ttar + Exca core. Serperior is the perfect answer for bulky Water-types that threaten this team. Speaking of bulky Water-types, Assault Vest Azumarill provides awesome coverage and typing resists. Lastly, Latios is another floating mon to help out Ttar and Excadrill, as well as Tailwind (if it's needed). So this team effectively has both F/W/G and Steel/Dragon/Fairy cores. This is one of the best teams I've built in ORAS. Use Sand people its good.


Week 14: Mega Camerupt by thetalkingtree


Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Heat Wave
- Earth Power
- Substitute
- Protect

Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 248 HP / 88 Def / 172 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Phantom Force
- Will-O-Wisp
- Leech Seed

Azumarill @ Life Orb
Ability: Huge Power
EVs: 152 HP / 252 Atk / 104 Def
Brave Nature
IVs: 0 Spe
- Aqua Jet
- Aqua Tail
- Play Rough
- Protect

Reuniclus @ Life Orb
Ability: Overcoat
EVs: 152 HP / 36 Def / 252 SpA / 68 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Focus Blast
- Protect

Hariyama @ Assault Vest
Ability: Thick Fat
EVs: 252 Atk / 128 Def / 128 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Knock Off
- Close Combat
- Rock Slide

Amoonguss @ Sitrus Berry
Ability: Regenerator
EVs: 252 HP / 172 Def / 84 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Rage Powder
- Spore
- Giga Drain
- Protect
Mega Camel full TR because I'm not cool enough to use it outside of TR. Fairly straightforward team composition, Camel + Azu as my TR attackers, Gourgeist as a defensive setter, Reuniclus as an offensive setter, Amoongus and Hariyama and TR supporters.

Camel is STABs + Substitute, which is easy to set up on the last turn of TR when the opponent tries to burn with Protect. Gourgeist-XL is running the standard set. Phantom Force is also great for the last turn of TR, since you vanish before they can hit you and will hit them last, effectively avoiding two attacks. Leech Seed + Leftovers for maximum passive recovery. LO Azu helps against Lando-T since Aqua Tail is a guaranteed OHKO even at -1. This is nice because Camel hates Lando-T, and is pretty nifty for Aqua Jet kills as well (KOs -1 Terrak!). EVs can survive an Adamant Mega Kang Return even after LO recoil and gives a LO number for HP. Reuniclus' spread and set lives Mega Kang Sucker almost all the time and always lives Aegislash's Shadow Ball, with max SpA and a LO number for HP. If you're really pro you can use Magic Coat over Focus Blast to block Taunt but I wanted something for Dark-types. Hariyama is Assault Vest for *something* that can live a hit against Hoopa-U and KO (with Close Combat). Otherwise the Hoopa-U matchup is literally unplayable. Amoonguss is good on TR, using a standard spread.


Week 15: Mega Charizard X by Yoda2798

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Heat Wave
- Dragon Pulse
- Overheat
- Protect

Cresselia @ Safety Goggles
Ability: Levitate
EVs: 252 HP / 100 Def / 44 SpA / 112 SpD
Calm Nature
IVs: 0 Atk
- Skill Swap
- Helping Hand
- Sunny Day
- Psychic

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 48 Atk / 132 Def / 80 SpD
Adamant Nature
- Earthquake
- Stone Edge
- U-turn
- Protect

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 100 Def / 116 SpA / 40 SpD
Modest Nature
- Thunderbolt
- Will-O-Wisp
- Snatch
- Protect

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Steel Wing
- Protect

Breloom @ Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Bullet Seed
- Superpower
- Rock Tomb
- Spore
Since some sort of physical DD or SD/Tailwind moveset would probably be the Zard set other people used, I decided to use special Zard-X with Sun support to help set the team apart from the crowd. Max speed for other base 100s, max Special Attack for the boom boom fire power. Dual STAB with spread, would have HP Ground but the rest of the team is built around handling Heatran, so Overheat is cool for OHKOing Aegislash and even Sassy Amoonguss without Sun support needed.

Since you obviously can't use Zard-Y on the same team, I decided to go with Sunny Day Cresselia (sorry Elegy, Ninetales just isn't that good :/). Since I wanted this to be a support set rather than CM (although you could use that if you wanted since Zard will lure Heatran for it, and can also beat most Dark types under the right conditions), I added a bunch of cool support moves. Skill Swap is actually awesome on Cress, it can Skill Swap Zard to give it Levitate (since it's special it doesn't care about Tough Claws); and regardless of which Zard Mega or moveset you use, taking Flash Fire from Heatran helps Zard to pummel through teams with Fire attacks. Using it on Intimidate and Parental Bond is also cool. Helping Hand is there to increase the output damage of the team, although you could probably use TR for opposing TR teams if you want. Psychic is obligatory STAB.

Landorus-T adds Intimidate to help out with opposing Lando, Talonflame and Diancie. I decided to go with Arctic's bulky Lando since it is a more reliable check over the course of a game. It also always lives a Sucker Punch or Knock Off from +1 LO Bisharp from full which is nice. Stone Edge is nice for power, and with "elping and cresselia" support you can OHKO even bulky Thundy-T to stop those meddling yellow mages :D.

Bulky Rotom-W provides burn support and also a much needed T-Wave immunity. Since you ideally want Sun up as much as possible, and Thunderbolt still does nice damage, I decided to swap out Hydro Pump for Snatch. Snatch is a move which steals a particular type of status move from an opponent if they use it and makes Rotom-W use it instead. The main target is things using Substitute, but it also works on setup moves i.e. CM and also recovery moves i.e. Moonlight (basically cool beans). Notably you also steal Psyche Up, Safeguard and Reflect/Light Screen, but not transform.

Talon provides fast priority, and so helps the team against faster opponents, and also helps somewhat against the pretty terrible TR matchup. SD Talon would be a cool option, but sadly we need Steel Wing so we don't completely add to the Diancie weakness. s/o to Sharp Beak for being cool to bluff banded, but sadly we need LO to get the OHKO on Naive Diancie (note: Hasty is better though!).

Scarf Loom also adds some speed to the team, and also a fast surprise Diancie check. It also OHKOs standard Kang with Superpower which helps as well, and Spore is always a nice thing to have (also helps a bit vs TR). Adamant allows you to outspeed up to and including base 110s and Serperior, but Jolly outspeeds even lesser used stuff like non-mega Aero, Darkrai, Weavile.
 
Last edited:

Idyll

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Week 16: Mega Mawile by derivations (It Is Guest)

Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Muddy Water
- Hydro Pump
- Dragon Pulse
- Ice Beam

Thundurus @ Damp Rock
Ability: Prankster
EVs: 212 HP / 44 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Thunderbolt
- Thunder Wave
- Taunt
- Rain Dance

Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Play Rough
- Sucker Punch
- Rock Slide
- Protect

Togekiss @ Safety Goggles
Ability: Serene Grace
EVs: 252 HP / 192 Def / 64 SpD
Calm Nature
IVs: 0 Atk
- Follow Me
- Air Slash
- Tailwind
- Protect

Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 29 HP / 0 Atk
- Fake Out
- Giga Drain
- Hydro Pump
- Ice Beam

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 80 HP / 252 Atk / 176 Spe
Jolly Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Protect
How to use: Basically the Rain portion just messes around with things in general and it can ruin a fair portion of a team before sending in Mawile and Mamoswine in to snipe everything efficiently with Huge Power Sucker Punch and Life Orb Ice Shard. Tailwind and redirection from Togekiss helps out Mawile and Mamoswine when they can't get themselves going right, and it can help Kingdra and Ludicolo if Thundurus dies before setting Rain for whatever reason. It's pretty straightforward and can deal with common threats and team types that might seem threatening to a normal Rain team.

Team Synergy Explained: Normally, a rain team is considered weak to Kyurem-Black or Ferrothorn. Ferrothorn is something I would really consider a threat to this team, while Kyurem-Black is just a nuisance; Kyurem-Black is dealt with by Mawile, can't set up Substitutes because of very specially defensive Taunt Thundurus (which, by the way, also bugs most Ferrothorn sets and can force a switch), and gets OHKOd by Choice Specs Kingdra Dragon Pulse. Mawile and Mamoswine generally hate Fire types to begin with, and Rain makes many Fire types such as Heatran stupidly weak and easy to deal with. I even extended the Rain turns by adding Damp Rock to Thundurus in order to maintain dominance against Heatrans and such in the later stages of the game. Sun, the biggest concern for Mawile and Mamoswine and a big thing to look out for on a Rain team, can be difficult to play around. I tried to put as much anti-Sun on the team as possible by making sure I had priority Ice for Venusaur and Landorus-T, Rock Slide on Mawile (due to lack of a slot on Mamoswine, of course) in order to outspeed and OHKO Charizard under Tailwind, and of course rather than having Politoed's Drizzle activate Rain for me, Thundurus does it instead. I also fit Taunt on there for Sleep Powder Venusaurs (>_<). Lastly, Trick Room is a huge thing that lots of Rain teams can end up losing to, however my Rain team has a few options in multiple priority users in Mawile and Mamoswine, Taunt on my Thundurus, and Fake Out on Ludicolo all in order to stop the setup of Trick Room. I find little issues against it with this team.

Threatlist:
Mega Kangaskhan? No, not really. Both Ludicolo and Kingdra can deal high amounts of damage to as well as outspeed Mega Kangaskhan, Mawile versus Kangaskhan is an inevitable loss for the poor mama Kangaroo, and Thunder Wave shreds Kanga in more ways than it wants.
Trick Room? Fake Out Ludicolo, Air Slash Togekiss, Taunt Thundurus, and double priority attackers all say hello to Trick Room. It can be scary if you rely too heavily on Rain to solve your issues, but it's not that big a deal.
CM Cresselia? That's actually pretty easy, as they rely on Moonlight for recovery and Rain screws with that, while Thundurus has Taunt to begin with. Not necessarily easy to take down when it's started, but it's way to hard to start CM Cresselia against this team.
Amoonguss? Now we're talking. It resists Muddy Water from Kingdra, takes a 3HKO from Life Orb Ludicolo after Sitrus Berry recovery and has Regenerator to patch up some of the damage taken, and redirects Sucker Punches and resisted Play Roughs from Mawile. So, big threat? Definitely, but not too big of a problem to deal with. I have 2 things immune to Spore/Rage Powder, with one of them being a redirector itself with Follow Me, which prevents Spore from hitting Togekiss' partner. Thundurus has Taunt to stop Amoonguss shenanigans altogether, which is great. Something I didn't really prepare for, but I can work around it.
Sylveon? With the lack of actual Steel coverage on Mawile, Sylveon does pretty well against this team, since I carry only one Fairy resistance. Thundurus does very little damage to it, as well as Togekiss. It lashes out against Kingdra and Mamoswine, and my best Pokemon to face off against an already set up Trick Room, Mawile and Mamoswine, both do little damage to Sylveon compared to how much it does back. Sylveon is definitely a threat to this team that you need to look out for.
Mega Gardevoir? Well, Sylveon is harder to take down than Mega Gardevoir purely because it resists Sucker Punch from Mega Mawile, and it's harder to wall against since Sylveon can hold Choice Specs to boost its Special Attack. Why isn't Gardevoir doing better since it has a higher Speed stat? That speed stat isn't anything after a Thunder Wave, and Gardevoir's bulk compared to Sylveon's is pretty small, as 95/130 is far greater than 68/125. This is huge for Gardevoir and makes it much easier to deal with, despite still being a threat that you have to look out for.

Week 17: Terrakion by Roxer

Feraligatr @ Life Orb
Ability: Sheer Force
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature
- Waterfall
- Ice Punch
- Aqua Jet
- Protect

Entei @ Choice Band
Ability: Pressure
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Sacred Fire
- Stone Edge
- Extreme Speed
- Iron Head

Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 244 HP / 108 Def / 64 SpA / 72 SpD / 20 Spe
Calm Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Taunt

Amoonguss @ Sitrus Berry
Ability: Regenerator
EVs: 248 HP / 184 Def / 76 SpD
Sassy Nature
IVs: 0 Spe
- Rage Powder
- Spore
- Giga Drain
- Protect

Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Slide
- Close Combat
- Quick Guard
- Protect

Latias @ Latiasite
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Psyshock
- Calm Mind
- Substitute
- Roost
The way the team plays is pretty simple, you keep offensive pressure with Terrakion and Entei, then use the opportunities to set-up sleep/speed control/Latias. You also use Amoonguss to neutralize important threats with Rage Powder so you can make a play to setup a win-condition.
This is a team I built because I wanted to play the Feraligtr + Entei core, the teambuilding process was pretty straightforward so I'm going to highlight Terrakion. I added Terrakion to OHKO Mega Kangaskhan and keep Heatran in check, he also helps a lot with offensive pressure and being an extra threat that you have to kill before they can kill Feraligtr.
This team is definetively not the best, but it is super fun and creative, a good player will have success with it since it gives a lot of ways to setup win conditions while not giving many opportunities for your opponent to do so, definetively not a team for beginners..

Week 18: Mamoswine by Silverwhiteblue

Mamoswine @ Choice Scarf
Ability: Thick Fat
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Icicle Crash
- Rock Slide
- Superpower

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Heat Wave
- Solar Beam
- Hidden Power [Ground]
- Protect

Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Dark Pulse
- Draco Meteor
- Tailwind
- Protect

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 100 Def / 116 SpA / 40 SpD
Modest Nature
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect

Aegislash @ Life Orb
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Wide Guard
- Shadow Ball
- Flash Cannon
- King's Shield

Venusaur @ Coba Berry
Ability: Chlorophyll
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
- Solar Beam
- Sludge Bomb
- Growth
- Protect
Just a cool squad that was thrown together besides scarf mamoswine. Mega charizard Y really pairs well with mamoswine, for EQ+Heatwave synergy, mamo beating things like zapdos, superpowers kanga, eq heatran, bops latios and dragons and terrakion, and charizard just does the rest tbh, so they are very hard to wall. Team slighty lacked preparations for heatran, so hp ground in case its with venu. Venu is a very offensive variant in this team, with heatah solarbeam for those expecting to barely live a giga. If you can get a growth in the sun (since +2), your gold. Coba berry lure talon to strike, and lose to a sludge + heat wave, plus its nice when talon's partner forces venu to stay in. Rotom wash does a lot for this team, such as beat rotom-heat, landorus, heatran, zapdos, most sun checks, and is a reliable switch. hydreislash is cool, filling dragon and steel. this team dislikes rock slide, heatwaves, muddy water, spread really, so wide guard helps. this is lo aegi, but u can put WP. Hydrei has tailwind since i somehow hit mediocre speeds, rest is standard

Week 19: Mega Lucario by Yoda2798

Lucario-Mega @ Lucarionite
Ability: Inner Focus
EVs: 156 Atk / 104 SpA / 248 Spe
Naive Nature
- Close Combat
- Flash Cannon
- Substitute
- Protect

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 128 Atk / 140 SpA / 240 Spe
Mild Nature
IVs: 29 HP
- Hyperspace Fury
- Hyperspace Hole
- Gunk Shot
- Protect

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 100 Def / 104 SpA / 40 SpD / 12 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Protect

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower

Heatran @ Safety Goggles
Ability: Flash Fire
EVs: 56 HP / 252 SpA / 200 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Stealth Rock
- Protect

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psychic
- Tailwind
- Protect
Started off with mixed Sub Mega Lucario, as it's the one on the dex and seems quite cool. Special Attack investment always kills 72 HP Mega Gardevoir after Stealth Rocks, with enough Speed for base 111s and rest in Attack.

Hoopa-U pairs fantastically with Mega Lucario as an offensive partner, OHKOing Pokemon such as Aegislash and Amoonguss for it. In return, Hoopa-U appreciates Mega Lucario's ability to remove Mega Diancie and Keldeo.

Rotom-W reliably beats the likes of Talonflame, Heatran and Landorus-T, while also giving a semi-reliable switch in for Keldeo and providing burn support against Pokemon such as Mega Kangaskhan.

Landorus-T also helps immensely against physical attackers through Intimidate, which helps teammates to live hits, especially Mega Lucario, Hoopa-U, and Latios from priority. Having another mon to switch into opposing Landorus-T is also really nice for the main duo.

Safety Goggles Heatran helps alleviate the pretty horrendous sun matchup so far and provides a Fairy resist, while also helping against Trick Room as well. Stealth Rock is used for chip damage on Pokemon to put them into range of the team's attacks.

Latios provides a dedicated Keldeo answer, with Tailwind being used as the team has a multitude of ways to beat Heatran, and Hoopa-U, Rotom-W, and Heatran in particular appreciate the speed control it provides.

Week 20: Mega Charizard Y + Amoonguss by Pastelle

Charizard @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 148 HP / 252 SpA / 108 Spe
Modest Nature
- Heat Wave
- Solar Beam
- Overheat
- Protect

Amoonguss @ Rocky Helmet
Ability: Regenerator
Shiny: Yes
EVs: 192 HP / 136 Def / 28 SpA / 152 SpD
Calm Nature
IVs: 0 Atk / 0 Spe
- Giga Drain
- Rage Powder
- Spore
- Protect

Swampert @ Expert Belt
Ability: Torrent
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Wide Guard
- Scald
- Ice Beam
- Earth Power

Bisharp @ Focus Sash
Ability: Defiant
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Iron Head
- Sucker Punch
- Knock Off
- Protect

Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 244 HP / 164 Def / 24 SpA / 76 SpD
Modest Nature
- Thunderbolt
- Taunt
- Hidden Power [Ice]
- Thunder Wave

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 108 HP / 152 Atk / 104 Def / 144 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Rock Slide
Just to be clear I did not mean to rip off Kyle and Kami this hard, but it just so happened we both had blue sun teams with similar mons, and I couldn't resist. Hopefully there's no hard feelings. Anyways, on to the team.

Started with the obvious Char + Amoong core since it was required ofc, and then thought "Hm, this core has trouble with Diancie, Landorus, and Thundurus. What checks all of those things? SWAMPERT." Swamp is actually a really cool mon and a balls-to-the-walls counter to all the threats previously mentioned. It also has a great Heatran match-up, one of sun's greatest enemies, so it made its way on the team. So the team had a sexy F / W / G core and was lookin' p good, but I still didn't feel great about my Diancie match-up, as well as my match up against other Fairies. Plus I didn't have priority, so in comes Bisharp. He has really good synergy with the core I already had, and serves great mid-game. It also made Landorus-T even less of a threat. Now, the next slot I'm still debating about. I really wanted Taunt cause even though my Trick Room match-up wasn't terrible since I had Amoong and slow af Swamp and Bisharp, I still wanted a way to stopit from getting up. That and the team didn't have a solid answer for bulky Water-types like Azu and Suicune, so in comes bulky Thundurus. I went with bulky over offesive simply because the team could use some more utility and speed control. I might switch this to something like Sableye or Cress and make this semiroom since I do have so many slower mons, but idk. Lastly, I didn't have any Fighting- or Rock-type coverage, and went with the cool pick of Rock Slide Conkeldurr. Conk is the resident Kang answer as well as sorta Talonflame lure with Rock Slide. Rock Slide is actually p fun since most people are expecting Wide Guard or Ice Punch. It also has priority, which is C A $ H.

And that's the team! Hope u enjoyed.

Week 21: Mega Diancie + Volcarona by Yoda2798

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 208 Atk / 48 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect

Volcarona @ Life Orb
Ability: Flame Body
EVs: 60 HP / 252 SpA / 196 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Giga Drain
- Quiver Dance
- Protect

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- Dragon Claw
- Ice Beam
- Fusion Bolt
- Iron Head

Aegislash @ Safety Goggles
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

Keldeo @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Quick Guard
- Protect

Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 252 HP / 84 Def / 16 SpA / 128 SpD / 28 Spe
Bold Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
- Taunt
Standard Mega Diancie paired with Quiver Dance Volcarona forms a potent offensive core. Fire Blast over Heat Wave for personal preference and power, and it also nabs the OHKOes on stuff like Amoonguss and Aegislash at +0. Giga Drain since better it's better coverage than Bug Buzz (Diancie Kills Dragon-types for you :P), with Life Orb guaranteeing Giga Drain always OHKOes Keldeo at +1 and that Fire Blast gets the KOes mentioned previously. Max Special Attack, with enough Speed for Adamant Landorus-T at +1 and +Speed natured base 80s (read: Hoopa-U) at +0, with the remaining EVs put into HP for overall bulk.

After many different iterations of this vital slot, from Swampert (pretty cool option, but the team never ended up feeling good enough IMO) to Jirachi (great for helping Volcarona boost up and beat Talonflame, but too weak to Aegislash and Heatran), I finally decided that Kyurem-B was the best Pokemon to add to the core next. Kyurem-B handles the massive rain weakness that the previous duo accumulate, while also being able to handle Landorus-T. Choice Scarf is used so that you can check Landorus-T offensively before it moves, which is pretty awesome in general, but in particular provides some free turns for Volcarona to Quiver Dance up where it couldn't otherwise. Fusion Bolt is also quite useful for quickly weakening opposing Water-types to help Mega Diancie and Volcarona sweep, or for preventing Azumarill from Belly Drumming up. Iron Head to hit the opposing Mega Diancie, which are very threatening to the team; however, Earth Power is still a viable option for beating Heatran if you feel comfortable enough against Diancie.

A common partner of both Volcarona and Kyurem-B for good reason, I added Aegislash next. Wide Guard is brilliant for making Landorus-T dead weight, and can even let Volcarona Quiver up on opposing Diancie to beat it the following turn. Aegislash itself can also switch into Mega Kangaskhan to prevent something from taking a hit, and is the teams most reliable check to opposing Mega Diancie as well. Safety Goggles lets Aegislash also switch safely into Amoonguss and assists in its role of dealing with Trick Room if it's set. An additional perk is the ability to beat a Mega Diancie + Amoonguss duos, which can definitely cause problems barring a Volcarona + Aegislash combination being out

At this point, the team needs something to OHKO Mega Kangaskhan, and another Water resist, so Keldeo quickly comes to mind. Keldeo also reliably beats Heatran, which can cause problems if it sets up a Substitute, which the previous three Pokemon can allow it to do in some cases. Quick Guard is used since the team already has Taunt on Thundurus (and this combo actually works very well against a Fake Out + Trick Room lead), and to let Volcarona avoid Talonflame's Brave Bird (while a +1 LO Fire Blast is actually a roll on 4 HP Talonflame from full lol).

Thundurus provides bulky utility, and most importantly, an Earthquake switch in lol. Bulky Thundurus so that it sticks around to provide necessary support, with standard spread and moveset. Thunder Wave and Taunt are invaluable for making sure speed control is in the teams favour, as its offensive nature can leave it vulnerable to strong attackers such as Mega Charizard-Y left freely under Tailwind.

Speaking of which, this team's sun match up still isn't the greatest, particularly if there's a Raichu on the team (>:[ check), but is definitely not unwinnable if played right. Overall, the team is quite solid, and s/o to anybody who actually bothered to read through all (or even any) of this :^].


Week 22: Talonflame + Bisharp by Stratos and co.

Diancie @ Diancite
Ability: Clear Body
EVs: 208 Atk / 48 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect

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

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 184 Atk / 72 SpD
Brave Nature
IVs: 0 Spe
- Power Whip
- Stealth Rock
- Leech Seed
- Protect

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Steel Wing
- Protect

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Draco Meteor
- Psyshock
- Hidden Power [Ground]
- Protect

Keldeo-Resolute @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Quick Guard
- Protect
The idea was to get certain attacks into KO range thanks to rock damage. A few relevant ones are below.
+1 252+ Atk Life Orb Bisharp Sucker Punch vs. 44 HP / 0 Def Landorus-T: 298-351 (90.3 - 106.3%) -- guaranteed OHKO after Stealth Rock
+1 252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 252 HP / 116 Def Rotom-W: 278-329 (91.4 - 108.2%) -- guaranteed OHKO after Stealth Rock
48 SpA Mega Diancie Moonblast vs. 228 HP / 28 SpD Kyurem-B: 338-398 (75.4 - 88.8%) -- guaranteed OHKO after Stealth Rock

Standard basic sets as a start.

We debated over a Rocky Helmet Amoonguss here which would help vs Rotom-W, Keldeo, Kangakhan, and Rain, but ultimately decided on Ferrothorn.
Ferrothorn is a much better answer to Rain than Amoonguss, while still maintaining the ability to fight Rotom-W and Kangaskhan. In addition this let us pick out our stealth rock user quite early.
Power Whip was prioritized over Gyro Ball on this mono-attacking set since our main goal with ferro was a rain answer and killing other water types. Power Whip still KO's kangaskhan after Helmet and Iron Barbs damage due to 2 hits from parental bond
We are just using the smogdex spread for now since I was having difficulty finding any of my ferrothorn spreads at the time, so this open to be changed if anyone has a better spread to get the job done.
We were extremely concerned with Zard Venu and wanted to prioritize fixing that immediately, so we felt Talon would be a great fit. It OHKO's venusaur and can KO even bulky zard after rocks damage if it comes down to it.
Talon also helps vs Rain, Keldeo, and Amoonguss which are a lot of things across the board.
The set is standard physical dual stabs and adamant life orb, but we wanted to mess around with Swords Dance because its a cool set that Stratos has been pushing for more people to try out so we figured why not.
Swords Dance allows you to OHKO lando-t if you swords dance as they intimidate you so you can Brave Bird on the following turn.
+1 252+ Atk Life Orb Talonflame Brave Bird vs. 44 HP / 0 Def Landorus-T: 333-394 (100.9 - 119.3%) -- guaranteed OHKO
We still wanted another sun check since it was still a concern and look towards Dragons that may be a good fit.
Our choice here was Latios as it adds so much to the team all across the board at this stage.
It is a secondary sun check, another rain check, keldeo check, rotom-w check, kyurem-b check, heatran check (thanks to hp ground).
Stratos and I got a fetish for this rascal after using it VGC to tear through CHALK teams.
All we needed was a Kangaskhan check and Lando-t so it fits the bill. It also is a rain check, heatran check, amoonguss check (Go Goggles!).
The Trick Room option is cool since we have two priority users and ferrothorn as teammates. Bisharp is slower than a lot of offensive threats to take advantage of the speed and I have had success with Diancie on semiroom teams in the past so I felt it could work.
The spread was made by Shaian and it takes a Life Orb Aegislash Shadow Ball with the rest dumped in defense. There probably is a more optimal spread but we just wanted something for the sake of testing immediately.
Jellicent will KO Talonflame with Scald after it takes both Brave Bird and Life Orb recoil without any special attack investment.
We decided to just remove Jellicent in favor of Keldeo and walk the path of Hyper Offense.
Our previous team was somewhat trying to be HO but was held back by Jellicent and even Ferrothorn which made substitute users freely setup on us.
Our Keldeo set is the standard Life Orb with 2 Stabs of Secret Sword and Hydro Pump (The 3 of us all are all pumpers. Scald damage output just doesnt cut it for us.).
We had quick guard to help patch up the Talon matchup and even Thundurus matchup since Hyper Offense often struggles with those two.
Keldeo fulfills the role of Kang check and Lando-t which Jellicent brought to the team, as well as not being bait for substitute users like Kyurem-B and Heatran

...

We are just changing our Talonflame set to Steel Wing here. The Diancie matchup is quite problematic since all our Heatran checks(Diancie, Latios, Keldeo) either are slower or at best speed tie with opposing Mega Diancie, which isnt something we are comfortable with. So Diancie + Heatran would be quite a problem for our team without the change, and the change only mitigates it a bit.

Week 23: Deoxys-A by Yoda2798

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psycho Boost
- Superpower
- Knock Off
- Protect

Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- Return
- Power-Up Punch
- Sucker Punch

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Superpower
- U-turn

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 108 Atk / 252 SpA / 148 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Protect

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- Protect

Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA / 30 SpD
- Leaf Storm
- Dragon Pulse
- Hidden Power [Ground]
- Protect
I decided to build around the powerful Mega Kangaskhan + Deoxys-Attack core, as I believe this helps Deo-A to excel the most, while providing a core almost unchallenged in offensive presence. Standard Kangaskhan, Fake Out is really nice for keeping up offensive pressure and of course providing opportunities to pull of side PuPs is awesome. Scrappy for the rare Trick Room matchup, so you can flinch the setter turn 1 and hopefully KO it the next turn. Deoxys-Attack is max speed since gotta-go-fast but you can go slower if you have you're own spread. Knock Off is really nice for Aegislash, while also notably being a roll from full on Latios. With this starting core in mind, I decided that the overall idea of the team would be to relentlessly keep up offensive pressure as much as possible, to try and blast through an opponents team with brute strength.

Next, I wanted to add some defense to the core, while also wanting something which provided more offensive pressure to help utilize Deo-A. Landorus-T fits this roll perfectly, serving as a check to Pokemon such opposing Mega Kangaskhan and Landorus-T; Mega Diancie; and notably Talonflame as well. The Ground-type immunity is nice, and the invaluable combination of speed, power, and coverage really helps the team. This team generally makes very few switches, but if you are making one, it's usually going to be into this.

Looking for another Pokemon to solidify this defensive backbone of the team, mainly in handling rain teams, Kyurem-B quickly came to mind. Being able to manhandle a lot of rain teams with minimal assistance is invaluable to the team, while alos dealing with FWG cores can be handy as well. I felt a Life Orb set with Fusion Bolt fitted the team really well, due to the vital boost in power and ability to really hit certain Water-type Pokemon such as Suicune, which can cause problems with bulky Tailwind support; as well as Pokemon such as Keldeo and Gyarados, which can also be nuisances. I'm currently still testing and messing around with spreads, but right now I'm just hitting the 263 Speed benchmark with max Special Attack and the dump in Attack, with Hasty not reducing Kyurem-B's Special Defence for taking on rain.

At this point the team's sun matchup honestly isn't the greatest in the world, so I added Talonflame as a soft, offensive check. More priority is always nice, as well as having great offensive coverage in Fire/Flying dual STABs alone. Tailwind is nice for helping teammates such as Mega Kangaskhan and Kyurem-B just decimate teams, while also being handy for counteracting opposing Tailwind and other speed control. Talonflame also provides another Ground immunity, giving Landorus-T something to Earthquake safely beside.

For the final team member, I wanted something which could reliably deal with Mega Diancie, as Deo-A can be pivoted around with Psycho Boost drops, while being easily pressured offensively; and Landorus-T really only wants Talonflame out if it wants to use Earthquake safely. I also felt the team needed another Water-type resist, so Serperior it was. Serperior can also beat bulky Water-types with it's snowballing STAB Leaf Storm, allowing it to build up immense offensive pressure. Dragon Pulse isn't too strong at first, but gives nice neutral coverage. HP Ground importantly KOes Heatran at +2, while also hitting Aegislash to a lesser extent.

To conclude (wow is this literally an essay at this point lol), this team is built around an interesting and fun concept of basically hyper offense taken to the extreme. It may not have the best switch-ins for too much, but is definitely enjoyable to use and even more rewarding to win with.

Week 24: Gyarados + Kyurem-B by thetalkingtree

Gyarados @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 52 Atk / 160 Def / 44 Spe
Adamant Nature
- Waterfall
- Taunt
- Thunder Wave
- Protect

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- Dragon Claw
- Ice Beam
- Fusion Bolt
- Iron Head

Rhyperior @ Life Orb
Ability: Lightning Rod
EVs: 232 HP / 252 Atk / 12 Def / 12 SpD
Brave Nature
IVs: 0 Spe
- Earthquake
- Rock Slide
- Hammer Arm
- Protect

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

Virizion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Leaf Blade
- Close Combat
- Taunt
- Protect

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 232 HP / 76 Def / 92 SpA / 108 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Solar Beam
- Overheat
- Protect
Started with Gyara and Kyube, made them Utility and Scarf respectively b/c Utility Gyara is best set and it helps out Scarf Kyube a lot with decent defensive synergy and Intimidate support. Added Rhyp because Gyara hates Electric moves and Kyube hates yellow magic. Then, I realized that between the three members I had so far, I could beat every Rock-type attacker pretty well so added Zard Y to spam Heat Waves. Then I needed a TR check and Wide Guard user, so Aegis fit the bill. Virizion was then added as a Kang and Keld check, as well as a bunnies check and a sleep immunity. All of the sets should be pretty standard, I chose double Taunt because it works kind of like Germanslash - once people see you have Taunt on one mon they assume that's it. Got the idea for double Taunt from qsns, he's a pretty smart dude.

Week 25: Suicune + Breloom by Silverwhiteblue

Suicune @ Sitrus Berry
Ability: Pressure
EVs: 232 HP / 84 Def / 112 SpA / 80 SpD
Bold Nature
- Protect
- Snarl
- Tailwind
- Scald

Breloom @ Focus Sash
Ability: Technician
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Spore
- Protect
- Bullet Seed
- Mach Punch

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 80 HP / 228 SpA / 200 Spe
Modest Nature
- Hyper Voice
- Protect
- Psyshock
- Taunt

Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Protect
- Focus Blast
- Sludge Bomb
- Earth Power

Heatran @ Safety Goggles
Ability: Flash Fire
EVs: 180 HP / 252 SpA / 76 Spe
Modest Nature
- Heat Wave
- Earth Power
- Protect
- Flash Cannon

Latios @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Tailwind
- Protect
- Psyshock
- Draco Meteor
seems pretty basic enough, running snarl>ice beam suicune because people dont like being snarled. i think its the dex spread for suicune, so bulk + offensive presence. breloom covers well for suicune, and is a beast undertailwind with spore spam. running a taunt gardevoir hits trick room/tailwind setters with an unplesant surprise, especially when combined with breloom. landorus is the standard offensive variant, with sludge bomb because the team doesnt appreciate fairies too much, but other alternatives can be used to vary coverage. heatran is the amongus switch in, and has flash cannon again for fairies since they take a good toll on this team. latios is the 2nd tailwind setter, great synergy with heatran, and thats pretty much it

Week 26: Mega Metagross + Blaziken by finally

Metagross @ Metagrossite
Ability: Tough Claws
EVs: 16 HP / 240 Atk / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Hammer Arm
- Protect

Hydreigon @ Life Orb
Ability: Levitate
EVs: 128 HP / 252 SpA / 128 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Tailwind
- Protect

Gyarados @ Choice Band
Ability: Intimidate
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Waterfall
- Ice Fang
- Double-Edge
- Stone Edge

Amoonguss @ Sitrus Berry
Ability: Regenerator
EVs: 252 HP / 76 Def / 180 SpD
Sassy Nature
IVs: 0 Spe
- Spore
- Rage Powder
- Giga Drain
- Toxic

Blaziken @ Life Orb
Ability: Speed Boost
EVs: 168 Atk / 88 SpA / 252 Spe
Naive Nature
- Overheat
- Low Kick
- Stone Edge
- Protect

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Superpower
- U-turn
blaziken evs kill a lot of stuff TRUST.
toxic on amoong is because i autolose to cm cress

Week 27: Mega Swampert by Weebl

Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 244 HP / 108 Def / 60 SpA / 72 SpD / 24 Spe
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Thunderbolt
- Rain Dance
- Taunt

Ludicolo @ Life Orb
Ability: Swift Swim
EVs: 108 HP / 252 SpA / 148 Spe
Modest Nature
IVs: 0 Atk
- Energy Ball
- Hydro Pump
- Ice Beam
- Protect

Swampert-Mega @ Swampertite
Ability: Damp
EVs: 28 HP / 252 Atk / 228 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Protect

Cobalion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Quick Guard
- Protect

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- Protect

Aerodactyl @ Focus Sash
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Sky Drop
- Rain Dance
- Wide Guard
This team is pretty fun to play, and it's manual rain, so that's cool. I find Politoed to be kinda useless in lots of matchups, so I liked the idea of making a manual rain team. Bulky Thund is a useful rain setter, and twave is always nice. I have Swampert and Ludicolo as my rain attackers. And here's where it gets a bit weird. I have Cobalion as a Steel-type on rain, which is good for the synergy, and also as a way to hit cube and ferro with CC. I also have Stone Edge for zard and, to a lesser extent, Talonflame, which Quick Guard helps against. Talonflame is just good on rain, helping with things like Amoonguss. I used TW because its really not expected on a rain team, and Swampert and Ludicolo become a lot more threatening. Also, I haven't found Taunt or Will-O-Wisp that useful. Then we have Aerodactyl, which checks zard and also talon with Rock Slide. It's my secondary Rain Dance setter, and Wide Guard is helpful against stuff like Lando-t. I also use protect here. Sky Drop isn't too strong, but it's actually really useful because aero is so fast, so it lets me hold up a threat while I set up Rain Dance or get off a safe mega with swampert. It can also disable a redirection user while they are in the air, which can be handy.

Week 28: Genesect by Lord Qwilfish

Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Taunt
- Protect

Genesect @ Choice Scarf
Ability: Download
EVs: 252 Atk / 64 SpA / 192 Spe
Naive Nature
- U-turn
- Ice Beam
- Explosion
- Iron Head

Landorus @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Earth Power
- Focus Blast
- Hidden Power [Ice]
- Protect

Sylveon @ Choice Specs
Ability: Pixilate
EVs: 56 HP / 200 Def / 252 SpA
Modest Nature
- Hyper Voice
- Moonblast
- Psyshock
- Hidden Power [Fire]

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Tailwind
- Protect

Keldeo @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Taunt
- Protect
The team concept is pretty basic, you're trying to trap Talonflame / Sylveon checks with Keldeo and Landorus, so you can clean later in the game with the former two. Genesect was obviously the mon to build around, it grabs Momentum with U-turn, which is, in my opinion, very important in a Mega Gengar build. To explain some sets: Taunt on Gengar to not completely lose against Amoonguss, Tailwind on Talonflame to have a backup-plan which is more important than Steel Wing (since Diancie-Mega is a threat), Jolly Talonflame to not lose against opposing Talonflame (Landorus, Mega-Gengar and Genesect all take a Brave Bird but is it still a threat.)

Week 29: Mega Gardevoir by Roxer

Gardevoir-Mega @ Gardevoirite
Ability: Pixilate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hyper Voice
- Psychic
- Focus Blast
- Protect

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Earth Power
- Hidden Power [Ice]
- Rock Slide
- Protect

Keldeo-Resolute @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Quick Guard
- Protect

Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 108 HP / 252 SpA / 148 Spe
Modest Nature
- Substitute
- Ice Beam
- Earth Power
- Protect

Aegislash @ Safety Goggles
Ability: Stance Change
EVs: 248 HP / 252 SpA
Quiet Nature
IVs: 0 Spe
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Steel Wing
Built around Mega Gard + Lando-I, cool core imo.
Added Keldeo for beating Kangaskhan and Bisharp, Landorus-T OHKO with Hydro and Quick Guard support.
Added Kyurem-Black for Thundurus and Amoonguss.
Added Aegislash for Wide Guard support, Trick Room check and sleep switch-in with Safety Goggles.
Added Talonflame to help vs Sun teams and extra EQ immunity. Helps versus Bisharp.

threats: Bisharp hurts, besides that I have pretty good leads vs most kind of teams. Diancie can be a pain because Aegislash is my only switch-in, however most Diancie teams' Aegislash checks can be beaten by Lando-I + Garde though, which is nice.

Week 30: Mega Aerodactyl by Roxer

Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Aerial Ace
- Aqua Tail
- Wide Guard

Volcarona @ Lum Berry
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Heat Wave
- Giga Drain
- Quiver Dance
- Protect

Aegislash @ Safety Goggles
Ability: Stance Change
EVs: 252 HP / 176 SpA / 80 SpD
Quiet Nature
IVs: 0 Spe
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Thunder Wave
- Protect

Keldeo-Resolute @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Quick Guard
- Protect

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower
This team begun with the Mega Aero + Volcarona core, I normally wouldn't say this core could work but after testing it out a lot, running Wide Guard > Protect on Mega Aerodactyl seemed to do the job, as most people rely on Talonflame, Diancie, Rock Slide or Water moves to beat Volcarona, I could deal with all but the former with Wide Guard Aerodactyl. Lum Berry Volcarona because of Thunder Wave and Spore, both of those are super annoying to deal with. Next up I added another Wide Guard user in Aegislash, because fuck Diancie and he'd help me with Trick Room and an extra Kang switch-in (Mega Aero the bulky mon), also a handy Safety Goggles for spore can bluff out the Lum Berry in Volcarona. Then I added Offensive Thundurus with Flash Cannon to help the team deal with Waters by having a powerful Electric, then I added Keldeo so I had something to actually OHKO Heatran/Kang and provide Quick Guard support for the team. Lastly I added Landorus-Therian for intimidate support vs Mega Diancie and a bulky pivot for me to switch around with U-Turn, which I found nescessary.

Week 31: Mega Latias by Lana Del Seldo

Latias-Mega (F) @ Latiasite
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Stored Power
- Dragon Pulse
- Calm Mind
- Recover

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 252 Spe
Jolly Nature
- U-turn
- Steel Wing
- Brave Bird
- Flare Blitz

Scrafty @ Lum Berry
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Fake Out
- Drain Punch
- Knock Off
- Head Smash

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk
Adamant Nature
- Belly Drum
- Aqua Jet
- Knock Off
- Protect

Togekiss @ Safety Goggles
Ability: Serene Grace
EVs: 236 HP / 192 Def / 20 SpD / 60 Spe
Calm Nature
- Air Slash
- Thunder Wave
- Follow Me
- Dazzling Gleam

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 252 Atk
Brave Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Leech Seed
- Protect
Calm mind lati is a monster that appriciates the support given by scrafty and toge. talon eliminates threats that lati finds hard to dispose of. ferro beats faries that threaten lati early on and also beats rain which is an annoying archetype to go up against. azu has fun sweeping when all its threats are gone.

Week 32: Weavile by thetalkingtree

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

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 196 HP / 252 Atk / 60 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Belly Drum
- Protect

Jirachi @ Safety Goggles
Ability: Serene Grace
EVs: 252 HP / 24 Atk / 92 Def / 140 SpD
Impish Nature
- Iron Head
- Follow Me
- Thunder Wave
- Protect

Zapdos @ Rocky Helmet
Ability: Pressure
EVs: 252 HP / 36 Def / 176 SpA / 24 SpD / 20 Spe
Modest Nature
- Thunderbolt
- Tailwind
- Roost
- Hidden Power [Ice]

Terrakion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Taunt
- Protect

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 48 HP / 188 Atk / 32 Def / 240 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Protect
I started out with Weavile + Azu, since Weavile's fast Fake Out would likely give Azu chances to set up. Added Jirachi for redirection support once Weavile inevitably died. Then I was feeling pretty sun and rain weak to Zapdos seemed like a decent pick. Terrak was chosen to help my Kang and Thundy matchups which were looking dismal and then I realized I needed something to get rid of Amoon other than Weavile, as well as a Mega and Ferrothorn checks besides Terrakion. I toyed around with Zard Y and even fast Camerupt, but Zard Y weakened Azu's Aqua Jets and fast Camel is super bad lol. Ended up going with Zard X since I already had the redirection, Fake Out, and speed control support needed to set up, and it gave me a decent secondary wincon.

On Weavile I originally had Sash but it felt soooooo weak and wasn't really getting knocked down to sash that often so went for Life Orb with Ice Shard and Icicle Crash chosen over Steel moves, Low Kick, or Feint to have a roll on Lando-T with Fake Out + Ice Shard and also have a reliable Ice-type STAB and avoid triple priority. Azumarill has Play Rough over Knock Off because Weavile already covered most of Knock Off's targets, and runs enough speed to outrun Kang under TW, which is important to avoid getting Sucker Punched. EDIT: It actually creeps that benchmark by one because somehow in testing I only just realized it had odd HP lol. Jirachi is running TWave to help slightly with the not-great Rain matchup, and has enough Def to live Talon Flare Blitz and enough Atk to OHKO +1 Mega Diancie and 2HKO standard subKyube just for a little extra oomph, with the rest in SpD because I didn't need to outrun Breloom as I was going to be using Goggles to be able to better support Azu. Zapdos is Kyle's spread and decently offensive because the team is quite offensive in nature, Helmet chosen for a better Kang matchup and the rest is fairly self explanatory. Terrak is Lum to avoid TWave or Burns, and Taunt because otherwise TR was a problem. Zard X is a standard moveset but my own EV Spread - 240 Speed allows it to outrun modest Hydreigon and the defensive investment lives one spread-reduced Lando-T EQ. Rest dumped into Atk so that it can better nuke the opposition.

As I said, Rain is a rough matchup but everything else is handled pretty well. The team plays pretty simply and does lots of damage all around, feel free to test with it because it's a fun one.

Week 33: Manaphy by Meloettaaa

Manaphy @ Sitrus Berry
Ability: Hydration
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Ice Beam
- Protect

Talonflame (M) @ Life Orb
Ability: Gale Wings
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- Protect

Jirachi @ Safety Goggles
Ability: Serene Grace
EVs: 252 HP / 52 Def / 96 SpD / 108 Spe
Careful Nature
- Follow Me
- Iron Head
- Icy Wind
- Protect

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 128 Atk / 204 SpA / 176 Spe
Hasty Nature
- Hyperspace Fury
- Hyperspace Hole
- Gunk Shot
- Protect

Gardevoir-Mega (F) @ Gardevoirite
Ability: Pixilate
Shiny: Yes
EVs: 72 HP / 252 SpA / 184 Spe
Modest Nature
- Hyper Voice
- Taunt
- Psyshock
- Protect

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Fusion Bolt
- Draco Meteor
- Ice Beam
- Earth Power
manaphy obviously star of the show
shiny manaphy is cute af and i went with tail glow which can be strong especially together with jirachi
i guess you could go ice beam over energy ball but i felt like energy ball was strong because energy ball kinda catches other water-types offguard and I already have like kyube with yummy ice coverage

i wanted to go with talonflame to fuck up suns shit as well as ludicolo and just other grass-types. also i wanted to have a ferrothorn check as well as something to check jirachi because jirachi is super strong at the moment
i guess you could go overheat over flare blitz i just dont mind killing off my talonflame i guess
third move you could go for anything really such as taunt or something i just went with tailwind because you have a manaphy gardevoir hoopa on this team that all 3 heavily benefit from tailwind

i originally had amoonguss in this spot but i changed it around because i was extremely talonflame weak now im a bit less talonflame weak but whatever, it really helps with setting up tail glows for manaphy with follow me support. iron head obviously and i went with icy wind because speed control is swag and lastly protect. also went with safety goggles because i have no grass-type on this team
i went with talkingtrees EV spread but there might be a much better ev spread out there somehwere

hoopa-unbound sounded like a good cresselia and jirachi check and overall i think its just a very fun mon to use with really interesting mechanisc. you can fit basically anything in this last spot i just went with gunk shot but honestly u can use drainpunch/ice punch and be ok
i went with arcticblasts ev spread but again there might be a much better ev spread out there

i find gardevoir an extremely fun mon to use and i feel like it was an ok mon on this team because kyurem-black check and just fun.
standard hyper voice psyshock not really surprising
taunt last move because i felt like i wanted taunt somewhere ayy lmaoi

this team is pretty weak to talon and i really like scarf kyube so i thought lets go with this then for a kyube + talon check
ok hear me out im retarded but i went with scarf draco meteor because you can OHKO any kyurem-black now however if it doesnt work just switch to dragon claw
i went with fusion bolt because you can ko talonflame after it got recoil dmg from brave bird and i finished the set off with ice beam earthpower

Week 34: Porygon2 by n10sit

Ampharos-Mega @ Ampharosite
Ability: Mold Breaker
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
- Thunderbolt
- Dragon Pulse
- Hidden Power [Ice]
- Protect

Scrafty @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Fake Out
- Low Kick
- Knock Off
- Ice Punch

Heatran @ Life Orb
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Heat Wave
- Earth Power
- Flash Cannon
- Protect

Porygon2 @ Eviolite
Ability: Download
EVs: 252 HP / 160 Def / 20 SpA / 76 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Ice Beam
- Thunderbolt
- Recover
- Trick Room

Reuniclus @ Life Orb
Ability: Overcoat
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Focus Blast
- Trick Room
- Protect

Amoonguss @ Life Orb
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Giga Drain
- Sludge Bomb
- Spore
- Protect
So p2 is best used as a Trick Room setter, so that's the team I want to build. I like to start with my mega, since the correct Trick Room mega can make or break a team. I picked Ampharos because it beats 2 major priority threats to Trick Room teams, Azumarill and Talonflame. Next, I pick Scrafty because it's bulky and its Fake Out allows me to set up Trick Room. I go with Assault Vest and Ice Punch for coverage and extreme bulk. Next, I pick Heatran because I'm very weak to Sylveon and Gardevoir so far. I even go with a Life Orb set with Flash Cannon, and I really like how much damage this does. Next, I add in the mon of the week, Porygon2, and I use the standard analysis set. It's a great bulky Trick Room setter. The 5th mon I pick is offensive Reuniclus. This is easily the iffiest mon on the team. I'm really not sure if I like it because it's so frail. But, it OHKO's relaxed Amoonguss and Standard Mega Kangaskhan, which is cool. The final mon on the team is Amoonguss, but it is not standard. It's another Fairy resist, and I use Life Orb with 2 attacks and Spore. It's actually a cool attacker. I really like the team, it's a little weak to Kangaskhan, and struggles if Trick Room fails to go up, but I like the team. I liked building for real again, so I'd like to hear people's criticisms/ideas about this team.
 
Last edited:

Idyll

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Week 35: Life Orb Landorus-T by checkmater75

Landorus-Therian @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Earthquake
- Rock Slide
- Hidden Power [Ice]
- Protect

Weavile @ Life Orb
Ability: Pressure
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Fake Out
- Knock Off
- Icicle Crash
- Low Kick

Sylveon @ Choice Specs
Ability: Pixilate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Hyper Voice
- Shadow Ball
- Hidden Power [Ground]
- Sleep Talk

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Heat Wave
- Solar Beam
- Tailwind
- Protect

Deoxys-Attack @ Life Orb
Ability: Pressure
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Psycho Boost
- Superpower
- Extreme Speed
- Protect

Latios @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psychic
- Tailwind
- Protect
This is a fun tailwind offense team I made around Char Y. Teambuilding process was kinda complicated, had some janky pinsir team with lo lando and deo on it and follow me luke, and then I told myself "time to make this not bad". I ended up with similar role fullfillment but very different mons.

Weavile + Char Y is a lot of fun, and lando+latios+char y is also a lot of fun. Sylveon + Char Y is something I've always wanted to make work, because fire/fairy coverage is fun. Deoxys is just gotta go fast and a solid amoonguss/lando check, but double psychic is a little strange. I thought about mence instead of latios b ut mence+lando isn't the same sweeping force that Latios+Lando is so I decided against it. Still thinking of mons I could replace either of the two with.

Sets:
Turbo sylveon because idk... Stratos says it's the set on shake's team and outspeeding landot with tailwind is p important. Also it's cool to outspeed shitty washtom spreads every once in a blue moon

Tailwind/Heatwave on Char Y: I actually really like this with Weavile's Fake Out + Feint pressure, because you can confidently force a switch to something that resists fire or grass but you'll just be setting tailwind. I was overheat but I like heat wave a little more so I'm using that.

Life Orb Deo could be changed to sash but I like life orb because damage and not being a useless momentum suck, cuz I don't have as much resist-synergy as I'd like

Life Orb HP Ice mixed lando is cool.

Week 36: Gengar by BlueSkiddoWeCanToo

Kangaskhan-Mega @ Kangaskhanite
Ability: Parental Bond
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Fake Out
- Return
- Low Kick
- Sucker Punch

Gengar @ Focus Sash
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Bomb
- Will-O-Wisp
- Protect

Suicune @ Sitrus Berry
Ability: Pressure
EVs: 252 HP / 100 Def / 112 SpA / 24 SpD / 20 Spe
Bold Nature
- Hydro Pump
- Ice Beam
- Snarl
- Tailwind

Ferrothorn @ Lum Berry
Ability: Iron Barbs
EVs: 252 HP / 172 Atk / 84 Def
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Leech Seed
- Protect

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Quick Guard
- Protect

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Slide
- Earthquake
- Superpower
- U-turn
What goes well with gengar you say? Something that deals with dark types? Something that beats steels not named aegislash? Well it sounds like low kick kang is your man. They have great offensive synergy and compliment each other such that they cover a good majority of possibilities. From there I added on of my favorite FWG cores consisting of suciune / talon / ferro. Suicune and ferro act as great neutral switch ins and talon shaky checks so many things I couldnt count them all. Slap on a landorus and you've got yourself a well rounded squad.

Week 37: Gothitelle by Level 51

Gengar-Mega @ Gengarite
Ability: Levitate
EVs: 216 HP / 24 Def / 32 SpA / 4 SpD / 232 Spe
Modest Nature
- Shadow Ball
- Perish Song
- Disable
- Protect

Clefairy @ Eviolite
Ability: Friend Guard
EVs: 252 HP / 192 Def / 64 SpD
Relaxed Nature
IVs: 0 Spe
- Follow Me
- Helping Hand
- Icy Wind
- Protect

Dewgong @ Sitrus Berry
Ability: Thick Fat
EVs: 252 HP / 176 Def / 80 SpD
Relaxed Nature
IVs: 0 Spe
- Fake Out
- Disable
- Perish Song
- Protect

Gothitelle @ Leftovers
Ability: Shadow Tag
EVs: 252 HP / 56 Def / 200 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Heal Pulse
- Protect

Whimsicott @ Focus Sash
Ability: Prankster
EVs: 252 HP / 24 Def / 232 Spe
Timid Nature
- Encore
- Taunt
- Moonblast
- Protect

Scrafty @ Eject Button
Ability: Intimidate
EVs: 252 HP / 132 Def / 124 SpD
Impish Nature
- Fake Out
- Knock Off
- Quick Guard
- Detect
Dewgong trap. Gengar and Gothitelle are the Shadow Tag users, Dewgong and Gengar are the Perish Song users.

Here's how it works against the main threats to Perish Trap:
  • (Prankster) Taunt (shuts down Perish Song and Trick Room setting): Fake Out on Scrafty / Dewgong, Follow Me on Clefairy, Taunt on Whimsicott. Quick Guard on Scrafty for Pranksters.
  • Strong Targeted Damage: Follow Me on Clefairy. Disable / Encore on Gengar / Dewgong / Whimsicott.
  • Strong Spread Damage: Friend Guard on Clefairy. Disable / Encore on Gengar / Dewgong / Whimsicott.
  • Ghost-types: Gengar is EV'd to OHKO 252/4 Aegislash-Shield with a Helping Hand boost from Clefairy.
  • Hoopa-Unbound: Whimsicott can sometimes Encore it into Protect, especially if it's been threatened by Scrafty's Fake Out. Otherwise, Clefairy is usually the team's best bet, though preserving it is sometimes difficult.
  • U-turn and Volt Switch: Disable. Can be prevented on first use by switching into Scrafty's Eject Button; faster users can be rendered useless by Icy Wind + Disable (e.g. Choice Scarf Landorus-T).
  • Belly Drum Azumarill: Make sure not to set up Trick Room or you just lose. Can usually Encore these things into Belly Drum or Protect. If not, try to save Clefairy.
  • Anything in general: Encore / Disable is so good I can't even begin to describe it, plus the fact that it goes straight through Substitute sdbfjsdfksjdfblkjsbfasaaaa
  • Opposing Perish Song: Most Perish Song teams don't carry their own Prankster Taunt user, giving me a slight advantage here. Gengar is absolutely key in this matchup, since it can deal large chunks of damage with Shadow Ball (ie, my only way to KO opposing Gothitelle), and also switch out of trap. Gothitelle is cool too here, since it can put some damage into opposing Gengar.
Overall a really good team if you can play it well, though arguably I'm not at that stage yet. Probably requires some sort of further fine-tuning for a 6v6 Doubles environment, though I'm not keen on going down that path since it'll probably just lead to more people abusing me LOL.

Week 38: Blaziken by Mishimono

Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 16 HP / 240 Atk / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Substitute
- Protect

Blaziken @ Life Orb
Ability: Speed Boost
EVs: 84 Atk / 172 SpA / 252 Spe
Naive Nature
- Overheat
- Superpower
- Stone Edge
- Protect

Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 244 HP / 104 Def / 8 SpA / 132 SpD / 20 Spe
Modest Nature
- Thunderbolt
- Thunder Wave
- Hidden Power [Ice]
- Taunt

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Superpower
- Rock Slide
- U-turn

Sableye @ Sitrus Berry
Ability: Prankster
EVs: 252 HP / 124 Def / 132 SpD
Sassy Nature
IVs: 0 Spe
- Fake Out
- Will-O-Wisp
- Taunt
- Foul Play

Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
- Ice Beam
- Earth Power
- Substitute
- Protect
This is a cool Blaziken+Metagross team I made. I chose Metagross as my mega because it can beat Keldeo and Diancie for Blaziken while Blaziken can beat opposing steel and dark-types for Metagross. I added bulky Thundurus to help with the rain and Talonflame matchup and to provide Taunt to help with Trick Room. I added Landorus-T to further help with Talonflame and also provide Intimdate support. Sableye was added to help check Aegislash and further Improve the Trick Room matchup. Lastly I chose Kyurem-B to help with rain and Landorus-T.

Week 39: Ferrothorn by n10sit

Deoxys-Attack @ Focus Sash
Ability: Pressure
EVs: 104 Atk / 164 SpA / 240 Spe
Naive Nature
- Psycho Boost
- Superpower
- Extreme Speed
- Protect

Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Ice Beam
- Earth Power
- Substitute
- Protect

Ferrothorn @ Maranga Berry
Ability: Iron Barbs
EVs: 252 HP / 204 Atk / 52 Def
Brave Nature
IVs: 0 Spe
- Power Whip
- Stealth Rock
- Leech Seed
- Protect

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 208 Atk / 48 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Earth Power
- Moonblast
- Protect

Blaziken @ Life Orb
Ability: Speed Boost
EVs: 84 Atk / 172 SpA / 252 Spe
Hasty Nature
IVs: 30 Atk / 30 Def
- Overheat
- Superpower
- Stone Edge
- Protect

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 100 Def / 116 SpA / 40 SpD
Modest Nature
- Hydro Pump
- Thunderbolt
- Thunder Wave
- Protect
This team is built around stealth rocks + Deo A. The Deo A spread kills 108 HP Kyube and 56(?) HP Heatran with Superpower and outspeeds scarf kyube. Kyube is standard sub. Ferro is there because solid rocks setter and it beats fairies hard. Next I add Mega Diancie for Talonflame and Thundurus. Next I add Blaziken for Aegislash and another Fast mon. Next is standard Rotom Wash with T wave > Wisp for speed control. This team is very solid and I used it every round 1 through 5 of winter seasonal, and it never lost.

Week 40: Rhydon by sforz

Gyarados @ Safety Goggles
Ability: Intimidate
EVs: 84 HP / 252 Atk / 172 Spe
Adamant Nature
- Waterfall
- Stone Edge
- Dragon Dance
- Protect

Virizion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Stone Edge
- Leaf Blade
- Close Combat

Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Protect
- Will-O-Wisp
- Sludge Bomb
- Shadow Ball

Volcarona @ Life Orb
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Protect
- Quiver Dance
- Heat Wave
- Giga Drain

Rhydon @ Eviolite
Ability: Lightning Rod
EVs: 184 HP / 200 Atk / 124 SpD
Adamant Nature
- Drill Run
- Stone Edge
- Stealth Rock
- Protect

Jirachi @ Safety Goggles
Ability: Serene Grace
EVs: 252 HP / 156 Def / 96 SpD / 4 Spe
Careful Nature
- Follow Me
- Iron Head
- Icy Wind
- Protect
I dislike rhydon. Rhydon has poor matchup vs so many common stuff. Only decent matchups are Talonflame and Thundurus which it beats, and Kanga, Diancie, and Heatran which it can take a few hits from (but get hit by coverage, or can't do damage to Kanga as it power up punches, etc.) I decided to focus on the fact that Thundurus and Talonflame do quite similar things, in acting as emergency checks to things that are too fast and have gone out of control. Stealth Rocks not only let Rhydon take out Talonflame 1v1, but take it out of the whole picture very quickly. Volcarona was chosen as my primary win condition I will be working towards. After SR, I OHKO Landorus-T with +1 Heat Wave, too. Jirachi was added because I'm working towards a win condition and Jirachi is just best support in the entire game anyways so why not, it also gives me a sleep switch-in.

My Rain and Sun matchups are looking quite awful, and I still have yet to choose my mega. After some consideration i chose Gengar-Mega which works well with the whole working towards a wincon idea. It also covers Trick Room quite strongly alongside Jirachi, which is great because I'm trying to win with a speed boosting sweeper. Virizion was added alongside Gengar-Mega, because it checks rain with some neat resists and OHKOs charizard despite being a Grass-type. It also has some neat matchups so it can take advantage of Shadow Tag support. I still didn't have a EQ immunity which is Quite Bad, and still wanted more Water and Fire resists. Gyarados provided all that + intimidate which I haven't got yet, and completes the fwg core. It also takes advantage of all the team support i have going for setting up for a specific wincon. After all, it's probably bad putting my eggs in one basket of just Volcarona.

Sets are standard sets i got from searching analyses.

Week 41: Reuniclus by Mishimono

Abomasnow-Mega @ Abomasite
Ability: Soundproof
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
IVs: 0 Spe
- Energy Ball
- Ice Shard
- Blizzard
- Protect

Diancie @ Weakness Policy
Ability: Clear Body
EVs: 192 HP / 108 Atk / 208 SpA
Quiet Nature
IVs: 0 Spe
- Diamond Storm
- Moonblast
- Trick Room
- Protect

Reuniclus @ Life Orb
Ability: Overcoat
EVs: 152 HP / 36 Def / 252 SpA / 68 SpD
Quiet Nature
IVs: 0 Spe
- Psychic
- Shadow Ball
- Trick Room
- Protect

Hariyama @ Sitrus Berry
Ability: Thick Fat
EVs: 252 Atk / 128 Def / 128 SpD
Brave Nature
IVs: 0 Spe
- Rock Slide
- Close Combat
- Knock Off
- Fake Out

Gyarados @ Choice Band
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Waterfall
- Double-Edge
- Ice Fang
- Stone Edge

Heatran @ Charcoal
Ability: Flash Fire
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Eruption
- Heat Wave
- Earth Power
- Protect
This a cool Hailroom team I made that has Reuniclus. I thought that Reuniclus would be a good partner for Abomasnow as it could beat fighting types such as Keldeo, Conkeldurr and Breloom and was a pretty cool Trick Room setter. Since I was going with full room I needed another setter. I chose Diancie because it could also beat fighting-types and could beat flying types such as Talonflame and Charizard. I wanted to try Hariyama as my Fake out user as it isn't weak to Bisharp and doesn't add a fighting weakness. Gyarados was added to beat fire-types and is just overall really powerful under Trick Room. Lastly I added Heatran to help with opposing fairy and grass-types.

Week 42: Gastrodon by deoxys speed

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 208 Atk / 48 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect

Volcarona @ Lum Berry
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Quiver Dance
- Heat Wave
- Bug Buzz
- Protect

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 156 Def / 56 SpA / 44 SpD
Quiet Nature
IVs: 0 Spe
- Scald
- Earth Power
- Icy Wind
- Recover

Aegislash @ Safety Goggles
Ability: Stance Change
EVs: 236 HP / 20 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Wide Guard
- Shadow Ball
- Flash Cannon
- King's Shield

Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 120 HP / 136 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Thunder Wave
- Taunt

Landorus-Therian @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Superpower
- Protect
I started off with Diancie+Volc because it's a pretty fun core that I wanted to use. Next was Gastro because it beats things like Heatran, Diancie, Talonflame, and Thundurus so Volc has an easier time sweeping. I have Bug buzz on Volc over Giga Drain because I feel the team struggles more so with Hoppa than Diancie/Keldeo. Aegislash because WG is really nice especially for Diancie and Volc. I didn't really know what to put last, I was messing around with Scrafty and other stuff but the team really needed some ground immunes so I just added genies. idk I made this team like 3 weeks ago.

Week 43: Swords Dance Talonflame by BlueSkiddoWeCanToo

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Hammer Arm
- Protect

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Swords Dance
- Protect

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 4 HP / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Earth Power
- Iron Head
- Fusion Bolt

Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 172 Def / 84 SpD
Sassy Nature
- Giga Drain
- Spore
- Rage Powder
- Protect

Keldeo @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Quick Guard
- Protect

Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 244 HP / 104 Def / 8 SpA / 132 SpD / 20 Spe
Modest Nature
- Thunderbolt
- Flash Cannon
- Thunder Wave
- Taunt
Okay so first of all, swords dance talonflame is beautiful lando bait. If you're facing two mons that talonflame wrecks and they've got a lando in the back, you can bet your ass their switching into it, which is where this comes into play:
+1 252+ Atk Life Orb Talonflame Brave Bird vs. 4 HP / 0 Def Landorus-T: 333-394 (104 - 123.1%) -- guaranteed OHKO
There is no more satisfactory feeling in the entire world (besides perhaps pulling off a side pup) than baiting a loser into a situation he thinks he can win.

Aright now to the actual team. I've always like the combo of metagross + talonflame because it's very threatening to a good majority of the meta and also talonflame helps with metagross's jirachi match up. Hammer arm on metagross allows it to ko slightly weakened kangs and heatrans. From there we needed a dragon / lando check which scarf kyurem fills perfectly. I went for earth power over a third physical move because the heatran matchup isnt fantastic and that helps a lot. Amoonguss was added to both help with talonflame set up in not so great situations and also to help with the trick room matchup since the team was pretty damn speedy so far. Keldeo is there to check kang / lando / tran and also for quick guard support to help the talonflame match up just a bit. Bulky thundurus was a pretty obvious last choice because I wanted something to check talonflame hard, provide speed control, and help the TR matchup. If you're really not a fan of bulky thundy the team does work with the offensive version, I just like a little more defensive play and real HO is inconsistent imo. Lastly, the currently ever present volcanion is walled by kyurem, which also has bolt strike to deal with big steamy, and is threatened greatly by thundurus.

Week 44: Volcanion by Matame

Kangaskhan-Mega (F) @ Kangaskhanite
Ability: Parental Bond
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Power-Up Punch
- Return
- Fake Out
- Sucker Punch

Volcanion @ Life Orb
Ability: Water Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Heat Wave
- Steam Eruption
- Earth Power
- Protect

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Superpower
- Rock Slide
- U-turn

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

Serperior @ Life Orb
Ability: Contrary
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Protect
- Taunt

Zapdos @ Rocky Helmet
Ability: Static
EVs: 252 HP / 32 Def / 68 SpA / 44 SpD / 112 Spe
Modest Nature
- Roost
- Tailwind
- Hidden Power [Ice]
- Thunderbolt
Right so I started off with Kang and Volc since it adds offensive pressure right off the bat and volc demolishes things that would otherwise wall kang like pesky steel types. Added a Lando because Lando. intimidate is always nice and opposing lando can give the two a hard time so you deter it with your own lando hehe. Added Bisharp as a soft trick room check and to deter your opponents from switching in intimidate users which may otherwise slow down kang's ease to sweep. Added Serp because i really liked the idea of serperior + bisharp. After a few leaf storms Serperior's sweeping potential is phenomenal. I also needed a way to break bulky waters with ease. Went with taunt as the filler move to serve as an additional trick room check since this team really has a hard time as soon as trick room goes up. Went with zapdos as the last mon. Electric stab helps deal with opposing volcanion which this team would have a difficult time with otherwise. Tailwind is nifty and the likes of volc and bisharp really appreciate it. Hp ice is standard and serves as a good way to deal with lando. Went with roost as filler slot since i did not really see a need for heat wave and roost can be nifty in a lot of situations (for example when the opponent double tects to stall out last turn of tailwind).

Week 45: Infernape by Nido-Rus

Gengar-Mega @ Gengarite
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Taunt
- Shadow Ball
- Sludge Bomb
- Protect

Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 104 HP / 252 SpA / 152 Spe
Modest Nature
- Ice Beam
- Earth Power
- Substitute
- Protect

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Will-O-Wisp
- Thunderbolt
- Volt Switch

Landorus-Therian @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Explosion
- Protect

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 4 Def / 252 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Power Whip
- Gyro Ball
- Protect

Infernape @ Life Orb
Ability: Blaze
EVs: 20 Atk / 236 SpA / 252 Spe
Naive Nature
- Fake Out
- Protect
- Close Combat
- Overheat
Built this team a long while back around the idea of Mega Gar+Infernape, something I was really liking against Bunnies. After that, I added kyube to beat lando, tran, and thund. At this point, I started originally with bulky washtom and scarf lando as general checks to stuff like diancie/talon/zard, but decided to switch it up and go with explosion lando+volt switch washtom for momentum. Explosion lando helps out a ton to get free switches early game, or clean late-game with EQ+stone edge. I didn't feel like I needed superpower much considering I had Mega Gar, ferro, and nape for kang. Ferro was the last mon added, working as the draco/HV switch-in, another wincon, and generally providing support with leech seed+sitting there.

Week 46: Bronzong by miltankmilk

Volcanion @ Safety Goggles
Ability: Water Absorb
EVs: 252 HP / 40 Def / 172 SpA / 44 SpD
Quiet Nature
IVs: 0 Spe
- Heat Wave
- Steam Eruption
- Earth Power
- Protect

Bronzong @ Colbur Berry
Ability: Levitate
EVs: 252 HP / 200 Atk / 56 Def
Brave Nature
IVs: 0 Spe
- Gyro Ball
- Trick Room
- Metal Sound
- Explosion

Kangaskhan-Mega @ Kangaskhanite
Ability: Inner Focus
EVs: 148 HP / 252 Atk / 108 Spe
Adamant Nature
- Fake Out
- Return
- Hammer Arm
- Sucker Punch

Hoopa-Unbound @ Focus Sash
Ability: Magician
EVs: 252 Atk / 252 SpA / 4 SpD
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect

Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Dark Pulse
- Draco Meteor
- Earth Power
- Protect

Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 172 Def / 84 SpD
Sassy Nature
IVs: 0 Spe
- Giga Drain
- Spore
- Rage Powder
- Protect
I built this around Volcanion + Zong which THE KyleCole was raving about and I thought it sounded pretty cool. Metal Sound is dank af and lets spread heat wave just chunk everything. Kang with Hammer Arm was really fun and I didn't feel like Garde really fit what I had in mind. Hoopa-U alongside Volcanion has some pretty fun synergy and can reset Trick Room. Hydra checks opposing fires and can sorta check bisharp which is problematic. Amoongus is some glue for the team so it doesn't lose to Keldeo or opposing Kang/Diancie. Fun team though

Week 47: Dragon Dance Gyarados by Nido-Rus

Scrafty @ Sitrus Berry
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Fake Out
- Low Kick
- Knock Off
- Quick Guard

Heatran @ Leftovers
Ability: Flash Fire
EVs: 24 HP / 232 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Heat Wave
- Earth Power
- Protect

Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 80 Def / 176 SpD
Bold Nature
- Giga Drain
- Synthesis
- Sludge Bomb
- Sleep Powder

Genesect @ Choice Scarf
Ability: Download
EVs: 252 Atk / 64 SpA / 192 Spe
Naive Nature
- Iron Head
- U-turn
- Ice Beam
- Thunderbolt

Gyarados @ Safety Goggles
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Stone Edge
- Protect

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Flash Cannon
- Thunder Wave
- Protect
Built this a while back around the XY core of Mega Venu+Tran, something I wanted to try reviving again. Also wanted to go with double intim considering how uncommon bish has been lately. The main idea of the team is to keep intimidate shuffling and wearing down the opponent's team, until any of the three wincons in mega venu/gyara/subtran can clean up in the end. QG scrafty is to improve the talon matchup, LO thund provides an offensive answer to keld/diancie/talon, basically stuff that would normally be really annoying to face with venu/scrafty. Goggs gyara so it can set up on and ignore amoonguss and work as the second sleep switchin on the team. The team struggles with kang if you lose intimidate mons early, so that's something to watch for.

Week 48: Conkeldurr by thetalkingtree ft. n10sit

Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 8 HP / 244 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Hyper Voice
- Psychic
- Hidden Power [Ground]
- Protect

Volcarona @ Sitrus Berry
Ability: Flame Body
EVs: 224 HP / 76 Def / 100 SpA / 108 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Tailwind
- Rage Powder
- Protect

Gyarados @ Safety Goggles
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Stone Edge
- Protect

Conkeldurr @ Life Orb
Ability: Iron Fist
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Knock Off
- Wide Guard

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Iron Head
- Ice Punch
- U-turn
- Heart Stamp

Raikou @ Life Orb
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpD
- Thunderbolt
- Hidden Power [Steel]
- Thunder Wave
- Protect
Built this with n10sit, with the idea behind the team being to use team preview against the opponent. From first glance, it appears to be a team built around Mega Garde + QD Volc, with Jirachi as a redirector. Instead, we have Mega Garde + DD Gyara, with Volc as the redirector, and Choice Scarf Jirachi. Added Conkeldurr for Wide Guard support and the team's resident handler of Mega Kangaskhan, then Raikou for an improved Thundurus matchup, as well as a secondary answer to Keldeo and Mega Diancie.

Going quickly through sets / spreads: Mega Garde has HP Ground since Heatran is always a pain, 8/4 survives Lando-I Sludge Bomb given the lowered SpD IVs. Encore could work over HP Ground, but in testing Heatran was more annoying and we didn't end up clicking Encore much. Volcarona has Tailwind and we just took the EVs from OO on the analysis, which outspeeds Breloom and probably does some other stuff but I can't figure it out. The EVs have never let either of us down so eh. Gyarados is 252+ speed to outspeed Adamant Scarf Lando-T at +1, and although I could use Life Orb > Safety Goggles for the guaranteed OHKO, the team otherwise has no Spore switchins. Conkeldurr is a really funny set that n10sit came up with - the speed investment outspeeds Mega Kang when under Tailwind so you can just go for a Drain Punch and knock it out. Then we took it a step further and just made it outspeed Thundurus under Tailwind because we couldn't find any bulk benchmarks between those two spreads and outrunning fast Aegis is hilarious. Jirachi has Heart Stamp > Zen Headbutt because flinches are fantastic and missing is not, and we gave Raikou HP Steel because Mega Diancie is super annoying and our Jirachi has no bulk.

Week 49: Mega Aerodactyl - DUU Edition by Nido-Rus

Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Belly Drum
- Play Rough
- Drain Punch
- Protect

Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Sky Drop
- Iron Head
- Protect

Krookodile @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Superpower
- Stone Edge

Blastoise @ Safety Goggles
Ability: Torrent
EVs: 248 HP / 180 Def / 80 SpD
Calm Nature
IVs: 0 Atk
- Follow Me
- Scald
- Roar
- Icy Wind

BIG FLOWER (Roserade) @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Sleep Powder
- Leaf Storm
- Sludge Bomb
- Protect

Infernape @ Life Orb
Ability: Blaze
EVs: 36 Atk / 220 SpA / 252 Spe
Naive Nature
- Fake Out
- Feint
- Close Combat
- Overheat
Seems like everyone's posted M-Aero+Manaphy and Manaphy is bad, so I tried to use Slurpuff as the setup mon instead. Slurpuff and M-Aero have great synergy, with Stone edge maero outspeeding and getting the OHKO on all the fires slurpuff can't handle. Also allows M-Aero to do far more damage compared to its normal moveset, and allows it to net some nice OHKOs and 2hkos. Sky drop is there to support Slurpuff and create nice 1v1 situations for roserade/infernape, and iron head gets the surprise ohko on TR diancie. I'd originally started the team with tangela as the redirector, but felt these three were too M-Stoise weak, so I switched over to blastoise and added S-tier grass type BIG FLOWER. The rest of the team filled holes, with infernape providing fake out and a second tangela/genesect check, and scarf krook being the fast mode of the team and checking stuff like victini, latias, etc.

Week 50: Roserade - DUU Edition by xzern

Hariyama @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 120 Def / 128 SpD
Brave Nature
IVs: 0 Spe
- Fake Out
- Close Combat
- Knock Off
- Wide Guard

Diancie @ Life Orb
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
IVs: 0 Spe
- Diamond Storm
- Moonblast
- Trick Room
- Protect

Gastrodon @ Life Orb
Ability: Storm Drain
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Earth Power
- Muddy Water
- Ice Beam
- Protect

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Substitute
- Protect

Roserade @ Life Orb
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Sludge Bomb
- Sleep Powder
- Protect

Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Brave Bird
- Steel Wing
- Protect
semi trick room built around diancie + gastrodon. they have good offensive synergy with gastrodon killing steels and diancie killing literally everything else, and good defensive synergy, especially with gastrodon's storm drain. west is best. hariyama for fake out support. metagross works ridiculously well on semi trick room because it can be either fast or slow, ur choice. roserade for the grass/tangela killer since the core gets eaten by any given grass type. honchcrow for strong priority and hoopa killer

Week 51: Hoopa-C - DUU Edition by Nido-Rus + clius

Chesnaught @ Life Orb
Ability: Bulletproof
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Wood Hammer
- Hammer Arm
- Stone Edge
- Spiky Shield

Hoopa @ Life Orb
Ability: Magician
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Shadow Ball
- Hyperspace Hole
- Trick Room
- Protect

Kyurem @ Choice Scarf
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Draco Meteor
- Flash Cannon
- Earth Power

Magmar @ Eviolite
Ability: Flame Body
EVs: 248 HP / 252 Def / 8 SpD
Calm Nature
IVs: 0 Atk
- Fire Blast
- Will-O-Wisp
- Follow Me
- Protect

Diancie @ Lum Berry
Ability: Clear Body
EVs: 252 HP / 216 Atk / 40 SpA
Brave Nature
IVs: 0 Spe
- Trick Room
- Diamond Storm
- Moonblast
- Protect

Blastoise-Mega @ Blastoisinite
Ability: Mega Launcher
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Water Spout
- Ice Beam
- Dark Pulse
- Fake Out
Built this with Clius around an idea he had of using Chesnaught to beat diancie and mega blastoise and wall roserade with bulletproof. Chesnaught absolutely stomps a ton of stuff with fighting/grass coverage, while stone edge was picked to hit victini/flying types like salamence or tornadus. Added Hoopa here as it was teambuilding mon and could break protects in TR for chesnaught. At this point, we decided to add a strong spread attacker to abuse hoopa breaking protect, and what better mon to add on TR than mega stoise? At this point the team needed a second reliable setter that could beat opposing hoopa, and diancie fit the bill perfectly. Went with lum so it could set TR against tangela and ignore burns/swagger confusion. As of now the team had a pretty bad genesect and mega metagross matchup without TR up, so we decided to add magmar to wall the two and provide support for setting TR. The last mon we added, scarf kyurem, is there as the fast mode of the team and fixes crawdaunt, mega aerodactyl, and tangela matchups outside TR. Also switched protect on mega stoise with fake out to help set TR.

Week 52: Mega Charizard Y + Hoopa-U by GreenGogoatttt

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
Shiny: Yes
EVs: 232 HP / 56 Def / 112 SpD / 108 Spe
Modest Nature
- Overheat
- Heat Wave
- Solar Beam
- Protect

Hoopa-Unbound @ Focus Sash
Ability: Magician
EVs: 252 Atk / 40 Def / 212 SpA / 4 SpD
Brave Nature
IVs: 0 Spe
- Hyperspace Fury
- Hyperspace Hole
- Trick Room
- Protect

Scrafty @ Lum Berry
Ability: Intimidate
EVs: 252 HP / 212 Atk / 44 Def
Impish Nature
IVs: 28 Spe
- Drain Punch
- Knock Off
- Fake Out
- Quick Guard

Volcanion @ Safety Goggles
Ability: Water Absorb
EVs: 252 HP / 116 Def / 96 SpA / 44 SpD
Quiet Nature
IVs: 0 Atk / 21 Spe
- Steam Eruption
- Heat Wave
- Earth Power
- Protect

Aegislash @ Safety Goggles
Ability: Stance Change
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Superpower
- U-turn
So the first two slots are Mega Charizard Y and Hoopa-U since that's we are forced to use. The Mega Charizard Y EVs take a Landorus-T Rock Slide, takes a Timid LO Thundurus Thunderbolt, and outspeed Jolly Breloom. The Hoopa-U EVs take a -1 Mega Kangaskhan Return. I added Scrafty to help get up Trick Room with Fake Out and serve as a check to Mega Kangaskhan and Heatran. The EVs survive a Timid LO Secret Sword from Keldeo. Then we got our Talonflame and Sun Check in Volcanion. The EVs takes two -1 Earthquakes from Adamant Landorus-T, survive a Timid Specs Draco Meteor both Latios and Hydreigon most of the time. The speed is to underspeed Hoopa-U in Trick Room so Hoopa-U can break protect and wide guard and then Volcanion can attack. Aegislash provides Wide Guard support from Mega Charizard Y and a solid switch in from Mega Kangaskhan and Landorus-T's Earthquakes. It's also a great check to Mega Diancie with really threatens Mega Charizard Y and Hoopa-U with its STABs. Finally, we have AV Landorus-T to switch into other Landorus-Ts that try to Rock Slide Mega Charizard Y or U-Turn off Hoopa-U.

Week 53: Mega Gardevoir + Volcanion by n10sit ft. Doubles Room

Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 8 HP / 248 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Hyper Voice
- Psychic
- Hidden Power [Ground]
- Protect

Volcanion @ Safety Goggles
Ability: Water Absorb
EVs: 116 HP / 252 SpA / 140 Spe
Modest Nature
- Flamethrower
- Steam Eruption
- Stone Edge
- Protect

Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Tailwind
- Protect

Jirachi @ Safety Goggles
Ability: Serene Grace
EVs: 236 HP / 92 Def / 164 SpD / 16 Spe
Impish Nature
- Iron Head
- Thunder Wave
- Follow Me
- Protect

Genesect @ Choice Scarf
Ability: Download
EVs: 64 Atk / 192 SpA / 252 Spe
Rash Nature
- U-turn
- Iron Head
- Ice Beam
- Thunderbolt

Terrakion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rock Slide
- Close Combat
- Taunt
- Protect
ok so we got ur standard fast garde, its got hp ground bc u gotta hit those trans, next is steamer, outspeeds lando in tailwind, has stone edge for zard, next i add hydreigon, its a big daddy dragon, it has the tailwind, it has the dracos, it beats the aegislash, it beats the psychic types, its good dawgs, next up is my redirector, good old jirachi, follow me with the t waves and iron heads u know the drill, no way ur opp is moving bro, next is scarf gene, super standard set, gotta beat hoopa and lando and other stuff like that dawg, double steel is sick rofl, last is terrak, had to hit up the room for this one, didnt know wht to do, team was weak to kang and zard tho so we had to do it on em dawgs, hit em with the lum terrak best terrak, anyways thats the team, spl ready u know it, no flaws no weaknesses, o block gbe 300 gang, im out, shoutout all the pear

Week 54: Terrakion + Hydreigon by Tymano

Rock Dog (Terrakion) @ Life Orb
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Rock Slide
- Close Combat
- Quick Guard
- Protect

Dragon along at a slow pace (Hydreigon) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Tailwind
- Protect

JUSTICE (Metagross-Mega) @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Bullet Punch
- Protect

The endless cycle (Rotom-Wash) @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 100 Def / 116 SpA / 40 SpD
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Hydro Pump
- Thunder Wave
- Protect

Gardevoir (Sylveon) @ Choice Specs
Ability: Pixilate
EVs: 56 HP / 200 Def / 252 SpA
Modest Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Hyper Voice
- Psyshock
- Hidden Power [Ground]
- Sleep Talk

Martha (Crobat) (F) @ Sitrus Berry
Ability: Inner Focus
EVs: 248 HP / 148 Def / 112 Spe
Jolly Nature
- Brave Bird
- Tailwind
- Taunt
- U-turn
The core of Terrak + Hydrei is weak to a few things, Fairies and fighters among the rest. That is why I decided to go with Metagross as my mega of choice, as it is practically the best one-shot check to fairies while still being very offensive, and even having priority to nail some faster things. I then chose Rotom-W since the team is weak to Genies and other fliers (and opposing Terrak) so it offers as a check to those things. Sylveon came next as a secondary fighting check as well as a TR check, and even a Amoong check (somewhat.) I chose Crobat as my final mon for a few reasons. I wanted to be able to taunt TR setters while not being faked out, and I wanted another Tailwind setter that also couldn't be faked out turn one. Shout-outs to whoever can guess what Metagross's name is a reference to.

Week 55: Mega Kangaskhan by n10sit

Kangaskhan-Mega @ Kangaskhanite
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Return
- Power-Up Punch
- Sucker Punch

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- Protect

Cloyster @ Focus Sash
Ability: Overcoat
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Shell Smash
- Protect

Rhyperior @ Life Orb
Ability: Lightning Rod
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Rock Slide
- Drill Run
- Ice Punch
- Protect

Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 172 Def / 84 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Giga Drain
- Spore
- Rage Powder
- Protect

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 204 Atk / 52 Def
Brave Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Leech Seed
- Protect
kang

talon has brave bird and tailwind

cloyster lol wanted a set up mon to pair with kang talon

next is rhyperior which is cool in tailwind and puts a stop to thund

amoong redirects spores etc

ferro beats rain i guess idfk dudes its a steel steels are good

teams lit 1-0 all time


Week 56: Sylveon by Silverwhiteblue
Sylveon @ Pixie Plate
Ability: Pixilate
EVs: 56 HP / 200 Def / 252 SpA
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Shadow Ball
- Psyshock
- Protect

Volcanion @ Power Herb
Ability: Water Absorb
EVs: 80 HP / 252 SpA / 176 Spe
Modest Nature
IVs: 0 Atk
- Solar Beam
- Heat Wave
- Steam Eruption
- Protect

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

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Zen Headbutt
- Meteor Mash
- Substitute
- Protect

Keldeo @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Taunt
- Protect

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower
hey guys, team is somewhat standard i suppose. sylveon is the pokemon of the week, therefore is on the team. since this team doesnt struggle with heatran, i took the liberty of faking specs with pixie plate in order to run protect, potentially setting up tailwind with it. the spread lets you live a kangaskhan return, which is amazing. the first thing that comes to mind when using sylveon is how to stop fire and steel types who wall the vocal cords spam. i chose volcanion for its ability to beat both, and high stats. i opted for volcanion instead of heatran because i wanted to pressure other heatrans who'd stay in and try to sub or earth power me. power herb solar beam is a set i saw on the analysis. i thought it would fit my team because, and as i noticed similarly to most of the other squads, sylveon teams tend to be rotom wash weak, so go ahead and catch those washing machines on the switch. the speed is to hit 440 after tailwin, outspeed deoxys attack, which is enough of a benchmark for me. latios was added because it synergizes well with volcanion, gives the team considerable speed, and carries tailwind, plus can help with sun teams. i tried to not use megagross , but it seemed to help me soo much because steel and fairy work together fantastically, and it gave me a kangaskhan check that wasnt as slow as aegislash. substitute helps mostly avoiding rotom-wash's will-o-wisp because this team is vulnerable to it, as well as to avoid bisharp a bit. keldeo was added because a stronger kangaskan counter, pairs super well with metagross, can sword a weakneed rotom wash, and carries taunt to have a second answer to trickroom and tailwind. landorus is a diancie, fire type check, because both still can find ways to threaten my team. this team has a lot of protect users since sylveon isnt specs, which can make it a bit affordable. 212 speed because u turn. enjoy, i hope you liked it :)

Week 57: Metagross - BW Edition by shaian

stand steady (Conkeldurr) @ Coba Berry
Ability: Guts
EVs: 252 HP / 160 Atk / 16 Def / 80 SpD
Adamant Nature
- Hammer Arm
- Ice Punch
- Wide Guard
- Mach Punch

great forests (Abomasnow) @ Choice Scarf
Ability: Snow Warning
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 3 Atk / 30 SpA / 30 SpD
- Blizzard
- Giga Drain
- Ice Shard
- Hidden Power [Ground]

light up the night (Zapdos) @ Sitrus Berry
Ability: Pressure
EVs: 240 HP / 132 SpA / 136 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Tailwind
- Protect
- Heat Wave

the cyborg (Metagross) @ Leftovers
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Meteor Mash
- Zen Headbutt
- Protect
- Substitute

maytag days (Rotom-Wash) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Hydro Pump
- Volt Switch
- Will-O-Wisp

the sun is out (Volcarona) @ Grass Gem
Ability: Flame Body
EVs: 252 HP / 72 SpA / 184 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Giga Drain
- Protect
- Quiver Dance
Dual Scarf-users and a bunch of shit to soften shit up so the scarf dudes can clean them up w/ volcarona to come in and be a win-con if need be. Conk lives LO Latios Psyshock and wins 1-on-1 vs Tornadus if it has 70%+, Volc EVs prolly OHKO bulky toed at +1 and outrun scarf lando-t or something and sub-Metagross is sick against everything. I don't remember what the Zap EVs do.

Week 58: Cresselia by n10sit

Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Heat Wave
- Earth Power
- Growth
- Protect

Cresselia @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 156 Def / 100 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Psychic
- Ice Beam
- Sunny Day
- Trick Room

Gengar @ Focus Sash
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Will-O-Wisp
- Sunny Day
- Trick Room

Scrafty @ Assault Vest
Ability: Intimidate
EVs: 248 HP / 216 Atk / 44 Def
Relaxed Nature
IVs: 0 Spe
- Fake Out
- Drain Punch
- Knock Off
- Ice Punch

Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 252 HP / 124 Def / 8 SpA / 100 SpD / 24 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Taunt
- Protect

Empoleon @ Life Orb
Ability: Torrent
EVs: 188 HP / 68 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Scald
- Flash Cannon
- Ice Beam
- Protect
GROWTH MEGA CAMERUPT KILLS EVERYTHING LOOOOOOOOL

Cress is a great TR setter, Gengar is a spooky TR setter

Scrafty and Thundurus help everyone set up and do their thang, thundurus also beats like waters and shit

Empoleon is a penguin, he has a water type move i think

if u can get up both TR and a Growth (lol) you can probably win

Week 59: Mega Gardevoir + Politoed by talkingtree

Gardevoir-Mega @ Gardevoirite
Ability: Pixilate
EVs: 184 HP / 164 Def / 144 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Psychic
- Trick Room
- Protect

Politoed @ Choice Specs
Ability: Drizzle
EVs: 184 HP / 68 Def / 252 SpA / 4 Spe
Modest Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Scald
- Ice Beam
- Hidden Power [Electric]

Scrafty @ Assault Vest
Ability: Intimidate
EVs: 240 HP / 224 Atk / 44 Def
Relaxed Nature
IVs: 3 Spe
- Fake Out
- Knock Off
- Drain Punch
- Stone Edge

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- Protect

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 212 Atk / 36 Def / 8 SpD
Sassy Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Substitute
- Protect

Tyrantrum @ Lum Berry
Ability: Rock Head
EVs: 124 HP / 252 Atk / 132 Spe
Adamant Nature
- Hone Claws
- Head Smash
- Earthquake
- Protect
Uhhhh I'm really tired.

Semiroom seemed cool because I wanted to try specs toed (same idea as DaD1). AV Scrafty provides Intimidate, beats ZardY, beats some steels, and provides Fake Out so it's kinda perfect. Talon beats Amoonguss and generally does cool things. Ferrothorn provided a Kang switchin, Steel-type, and Grass to the FWG. Then I wanted a Rock type because Talon was rough but I also wanted to complete FDS so Tyrantrum lol.

Garde outspeeds Bisharp and 2HKOs Kang I think. Toed lives Kang Return and outspeeds base 111s in Tailwind. Scrafty lives Keld SS. Ferrothorn has enough bulk for its subs to live the first hit of Kang PuP or Sucker and LO Thund Tbolt, rest in Atk. It also has Sub because lol no wisp for you idk speed control provides free turns it sounded fire. Tyrantrum has Hone Claws because fuck missing and outspeeds Scarf Lando-T in TW where it has a chance to do THIS: 252+ Atk Tyrantrum Head Smash vs. 4 HP / 0 Def Landorus-T: 280-330 (87.5 - 103.1%) -- 18.8% chance to OHKO and the team is good enough that you'll get the roll
 
Last edited:

Idyll

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This post has been taken over because I ran out of space lol

Week 60: Choice Scarf Kyurem-B by n1n1

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 208 Atk / 48 SpA / 252 Spe
Hasty Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 32 HP / 252 SpA / 224 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Draco Meteor
- Flash Cannon
- Ice Beam

Abomasnow @ Focus Sash
Ability: Snow Warning
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Blizzard
- Energy Ball
- Focus Blast
- Protect

Volcanion @ Shuca Berry
Ability: Water Absorb
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Heatwave
- Steam Eruption
- Earth Power
- Protect

Landorus-Therian (M) @ Life Orb
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Superpower
- Rock Slide
- Protect

Aegislash @ Leftovers
Ability: Stance Change
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Flash Cannon
- Substitute
- Kings Shield
Diancie+Hail is something I have been meaning to build for a while now. Abomasnow and Kyurem make excellent partners to Diancie as waters cannot touch them, grass types are destroyed, as are genies.

After deciding on this starting core I went with Volcanion to round out missing coverage. Going with Shuca Berry because I only have 1 ground immune and EP to improve my opposing Volcaion match up.

Next I want a ground immune but also feel kang weak and fighting type weak. So Lando T is obvious.

Finally Aegislash for another Kang/fighting type switch-in that can beat fairies and greatly improves my TR match up.

Week 61: Hidden Power Ground Latios by miltankmilk

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA / 30 SpD
- Draco Meteor
- Psyshock
- Hidden Power [Ground]
- Protect

Jirachi @ Safety Goggles
Ability: Serene Grace
EVs: 252 HP / 92 Def / 164 SpD
Impish Nature
IVs: 0 Spe
- Iron Head
- Trick Room
- Follow Me
- Protect

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 212 HP / 112 Def / 168 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Overheat
- Solar Beam
- Protect

Rhyperior @ Life Orb
Ability: Lightning Rod
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Drill Run
- Ice Punch
- Rock Slide
- Protect

Sylveon @ Leftovers
Ability: Pixilate
EVs: 248 HP / 164 Def / 88 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Substitute
- Calm Mind
- Protect

Keldeo @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Secret Sword
- Hydro Pump
- Taunt
- Protect
So the idea was Latios semiroom and I took the 3 atk Latios and paired it with Jirachi for the redirection and surprisingly they don't share as many weaknesses as I expected. Latios + Charizard ended up being a really threatening pair of wallbreakers, Charizard being able to function better under Trick Room and Latios better outside of it. Rhyperior was added as a check to Thundurus and a soft check to Landorus-T. CM sylveon, which acts as the main win-con of the team, really appreciates all of the support the team offers in its many ways to kill steels and the Trick Room support from Jirachi. Keldeo acts as a Kang check and another Fire check while also providing Taunt to improve the matchup vs Full Room and other fatter builds.

Week 62: Milotic by n1n1

Milotic @ Maranga Berry
Ability: Competitive
EVs: 252 HP / 196 Def / 4 SpA / 52 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Icy Wind
- Recover
- Substitute

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Claw
- Flare Blitz
- Dragon Dance
- Protect

Jirachi @ Safety Goggles
Ability: Serene Grace
EVs: 252 HP / 92 Def / 164 SpD
Impish Nature
- Follow Me
- Iron Head
- Icy Wind
- Protect

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Thunder Wave
- Protect

Gengar @ Focus Sash
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Bomb
- Will-O-Wisp
- Taunt

Hitmontop @ Assault Vest
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Fake Out
- Close Combat
- Sucker Punch
- Rock Slide

Week 63: Azumarill by Level 51 and GreenGogoatttt

Kangaskhan-Mega @ Kangaskhanite
Ability: Scrappy
EVs: 4 HP / 244 Atk / 4 Def / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- Sucker Punch
- Power-Up Punch

Mew @ Sitrus Berry
Ability: Synchronize
EVs: 252 HP / 12 Def / 68 SpD / 176 Spe
Jolly Nature
- Fake Out
- Will-O-Wisp
- Skill Swap
- Transform

Jirachi @ Safety Goggles
Ability: Serene Grace
EVs: 252 HP / 92 Def / 164 SpD
Impish Nature
- Follow Me
- Iron Head
- Thunder Wave
- Stealth Rock

Politoed @ Eject Button
Ability: Drizzle
Shiny: Yes
EVs: 252 HP / 172 Def / 24 SpA / 52 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Icy Wind
- Perish Song
- Helping Hand

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 108 HP / 232 Atk / 168 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Knock Off
- Protect

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 12 HP / 196 Atk / 92 Def / 4 SpD / 204 Spe
Adamant Nature
- Rock Slide
- Earthquake
- U-turn
- Superpower
So here's a sick team that GreenGogoatttt and I put together, and which I got reqs with for the Azumarill Suspect Test. Basically, the aim of the team is to set up for a single / double Azumarill sweep with double Fake Out + single Follow Me support, as well as Mew's Transform shenanigans. It's basically an edited bunnies so how it operates is probably fairly standard, except for a few interesting bits which I'll point out here:
  • The EV spread on Mew: outruns Jolly Base 90s (Kangaskhan pre-mega), maxed HP for Transform, survives an LO Dark Pulse from Modest Hydreigon
  • Skill Swap on Mew: if you're not Transformed, Skill Swapping Water Absorb from opposing Volcanion / Huge Power from opposing Azumarill / Parental Bond from opposing Mega Kangaskhan / Intimidate from opposing Intimidate Pokemon / etc is sometimes a good idea. Also lets this team beat Perish Trap. Other options in this slot include Tailwind, Ally Switch, or Taunt (the latter I suppose could solidify this teams' matchup against other bunny teams).
  • The EV spread on Azumarill: outruns most Aegislash (notably, speed creeps over Aegislash built to outrun Thundurus under Tailwind). Still gets most of the OHKOs it normally gets (notably OHKOs 244/108 bulky Thundurus without Rain / SR). Notable calcs with Rain / SR later.
  • Stealth Rock on Jirachi: helps break down Talonflame and Charizard, both of which are rather annoying to face for Azumarill teams. Also breaks Focus Sashes to help with Azumarill sweeps, as well as put most stuff at 88% so Azumarill's Aqua Jet has a higher chance of OHKOing even without Rain. Notably:
    • +6 232+ Atk Huge Power Azumarill Aqua Jet vs. 4 HP / 0 Def Mega Kangaskhan: 310-366 (88 - 103.9%) -- guaranteed OHKO after Stealth Rock
  • Politoed in general:
    • EV spread survives Adamant DEdge from Kang. Can't remember the other EV specifics but I know it gets the OHKO on Landorus-T with a Rain Scald after SR, and 8 Speed is just for speed creeping.
    • Helps to beat Charizard in general, which is otherwise a big issue for a team built almost exclusively around Azumarill.
    • Eject Button allows it to come in on a spread move and pivot right back out for Fake Out / Follow Me. Generally useful to get a Fake Out / Follow Me user in with a lower chance of taking big damage too, since Politoed takes the first hit.
    • Can be used to clean up games with Perish Song even after your main source of offense (Azumarill) is gone (better results if only two opposing Pokemon left on the field).
    • Icy Wind can knock Volcanions / other irritating things below Azumarill's speed, allowing it to get a Knock Off off more safely. Just don't Icy Wind + Perish Song if you're locked in too >____>. Other options include Ice Beam.
    • Rain lets Azumarill get a whole bunch of OHKOs / 2HKOs it would otherwise have to roll or just flat out not get.
      • +6 232+ Atk Huge Power Azumarill Aqua Jet vs. 252 HP / 92 Def Jirachi in Rain: 424-501 (104.9 - 124%) -- guaranteed OHKO
      • +6 232+ Atk Huge Power Azumarill Aqua Jet vs. 252 HP / 0 Def Aegislash-Shield in Rain: 328-387 (101.2 - 119.4%) -- guaranteed OHKO
      • +6 232+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Latios in Rain: 280-330 (93 - 109.6%) -- guaranteed OHKO after Stealth Rock (56.3% chance to OHKO without SR)
      • +5 232+ Atk Huge Power Azumarill Aqua Jet vs. 240 HP / 44+ Def Scrafty in Rain: 316-373 (95.4 - 112.6%) -- guaranteed OHKO after Stealth Rock (75% chance to OHKO without SR)
      • +6 232+ Atk Huge Power Azumarill Aqua Jet vs. 4 HP / 0 Def Hydreigon in Rain: 255-300 (78.2 - 92%) -- 31.3% chance to OHKO after Stealth Rock (scraping the barrel here)
      • +5 232+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 0 Def Salamence in Rain: 245-288 (74 - 87%) -- 87.5% chance to OHKO after Stealth Rock
      • +6 232+ Atk Huge Power Azumarill Aqua Jet vs. 228 HP / 0 Def Kyurem-B in Rain: 233-274 (52 - 61.1%) -- 96.1% chance to 2HKO after Leftovers recovery (100% to 2HKO if either SR is up or KyuB does not carry Leftovers)

Week 64: Jellicent by FloristtheBudew

Jellicent @ Safety Goggles
Ability: Cursed Body
EVs: 252 HP / 136 Def / 20 SpA / 96 SpD / 4 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Will-O-Wisp
- Recover
- Protect

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 144 Atk / 48 Def / 64 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Leech Seed
- Protect

Hydreigon @ Life Orb
Ability: Levitate
EVs: 36 HP / 4 Def / 252 SpA / 4 SpD / 212 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Tailwind
- Protect

Rotom-Heat @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 4 Def / 116 SpA / 4 SpD / 132 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Overheat
- Electroweb
- Protect

Landorus-Therian @ Assault Vest
Ability: Intimidate
EVs: 148 HP / 184 Atk / 4 Def / 4 SpD / 168 Spe
Jolly Nature
- Earthquake
- Superpower
- Rock Slide
- Knock Off

Kangaskhan @ Kangaskhanite
Ability: Scrappy
EVs: 40 HP / 176 Atk / 36 Def / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Return
- Power-Up Punch
- Sucker Punch
So the idea behind a team like this is to try and win with the strong defensive pokemon of Jellicent and Ferrothorn. As teams usually only have a few ways to hit them effectively. Non-Tr Jellicent is effective because it means you are allowed a free move slot to use something like a second attack (ice beam/ shadowball) or protect. I've been liking the latter a lot lately as it gives the benefits of protect and can be often unexpected. Allowing certain double targets with attacks to fail. Hydreigion has good defensive synergy with the two and brings ways of beating volcanion, a levitate ability and strong offensive presence. Rotom-H brings fire coverage, electric typing and speed control. I'd prefer twave but due to Jellicent really wanting to burn everything, electro web is a speed control compromise. Assvest Landorus-T and Mega Kangaskhan helped to add intimidate and more offence to the rather defensive team.

Week 65 - Rotom-H by AuraRayquaza

Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 208 Atk / 48 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Earth Power
- Protect

Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Protect

Suicune @ Sitrus Berry
Ability: Pressure
EVs: 232 HP / 84 Def / 112 SpA / 80 SpD
Bold Nature
- Tailwind
- Scald
- Ice Beam
- Roar

Aegislash @ Leftovers
Ability: Stance Change
EVs: 168 HP / 252 SpA / 4 SpD / 84 Spe
Modest Nature
- King's Shield
- Flash Cannon
- Wide Guard
- Shadow Ball

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower

Rotom-Heat @ Sitrus Berry
Ability: Levitate
EVs: 220 HP / 84 SpA / 204 Spe
Modest Nature
- Overheat
- Thunderbolt
- Protect
- Will-O-Wisp
This was a team I built almost a year ago but it's really good and still works now. I started off with suicune + breloom as a good twind core and sleep. I added diancie because diancie + breloom is good and I like diancie. Next aegislash provided wide guard to help vs lando and as a secondary check to kang, ferro etc. Lando t + rotom because it's one of my favourite cores, being able to lock down opposing lando t, kangs, steels with intimidate + wow and giving you phenomenal manoeuvrability, letting diancie and breloom wreck. I opted for rotom h over w because I had a water already.

Week 66: Salamence (Again) by n10sit

Salamence @ Life Orb
Ability: Intimidate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Hydro Pump
- Fire Blast
- Protect

Thundurus (M) @ Sitrus Berry
Ability: Prankster
EVs: 244 HP / 164 Def / 4 SpA / 76 SpD / 20 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Thunder Wave
- Taunt

Aegislash @ Safety Goggles
Ability: Stance Change
EVs: 164 HP / 252 SpA / 92 Spe
Modest Nature
IVs: 0 Atk
- Shadow Ball
- Flash Cannon
- Wide Guard
- King's Shield

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- Tailwind
- Protect

Kangaskhan-Mega (F) @ Kangaskhanite
Ability: Inner Focus
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Return
- Sucker Punch
- Power-Up Punch

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 20 HP / 252 SpA / 236 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Thunderbolt
- Trick
i used the standard mence but w/o tailwind and added thundurus and tailwind talon for speed control. talon also gives a good way to deal with grasses. scarf rotom-w bc lando is such a problem, kang to help paralyze and set up, aegislash provides much needed wide guard

Week 67: Crawdaunt - DUU Edition by Mishimono

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Protect
- Hammer Arm

Crobat @ Sky Plate
Ability: Inner Focus
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Brave Bird
- Tailwind
- Whirlwind
- Super Fang

Serperior @ Life Orb
Ability: Contrary
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Leaf Storm
- Dragon Pulse
- Protect
- Substitute

Rotom-Heat @ Choice Specs
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
IVs: 0 Atk / 30 Def / 30 SpA
- Overheat
- Thunderbolt
- Volt Switch
- Hidden Power [Water]

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Aqua Jet
- Crabhammer
- Knock Off
- Protect

Diancie @ Life Orb
Ability: Clear Body
EVs: 252 HP / 252 Atk / 4 SpA
Brave Nature
IVs: 0 Spe
- Diamond Storm
- Moonblast
- Trick Room
- Protect
This is just some duu team i built with crawdaunt a couple days ago. Started with Megagross because I like to use it and its good for taking out things like Diancie, Hariyama. Added Crobat to add Tailwind support and could help with Trick Room with Whirlwind. I added Serperior next to help check water-types. I thought Specs Rotom-H with Hp water would be cool next because of its great offensive typing and ability to beat Camerupt 1v1. Added Crawdaunt to help more with Trick Room and beats psychic, ghost-types. Lastly I added Diancie to help check things like flying and dragon-types.

Week 68: Manaphy - DUU Edition by talkingtree

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Claw
- Flare Blitz
- Dragon Dance
- Protect

Tornadus
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Knock Off
- Taunt
- Protect

Manaphy @ Wacan Berry
Ability: Hydration
EVs: 52 HP / 200 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Energy Ball
- Protect

Tangela @ Eviolite
Ability: Regenerator
EVs: 248 HP / 28 Def / 72 SpA / 160 SpD
Relaxed Nature
IVs: 0 Atk
- Sleep Powder
- Rage Powder
- Giga Drain
- Protect

Diancie @ Hard Stone
Ability: Clear Body
EVs: 144 HP / 252 Atk / 112 SpA
Brave Nature
IVs: 21 Spe
- Diamond Storm
- Moonblast
- Trick Room
- Protect

Doublade @ Eviolite
Ability: No Guard
EVs: 252 HP / 160 Atk / 96 SpD
Brave Nature
IVs: 0 Spe
- Iron Head
- Shadow Sneak
- Wide Guard
- Protect
Wanted to start out with ZardX + Defiant mon since Arcanine and Hitmontop seem to be rising in popularity. Torn was the best choice there, and between the two of them, Grass-types don't stand a chance, so enter Manaphy! Added Tang as a redirector for all three of them, Diancie as a check to fliers / check to opposing Zard / overall god mon, and Doublade for Wide Guard + the ability to take on Diancie / Hoopa. A couple of weird sets - Taunt on non-Prankster torn is pretty bad so I'll probably end up changing it but it really just clicks Acro most of the time regardless. Manaphy has a Wacan Berry and Energy Ball to beat opposing Waters and Electrics, and as some added reassurance against Genesect which is a bit of a rough matchup since nothing really switches in well.

Spread notes: Defensive benchmarks on ZardX are dumb, don't do it. Manaphy has max speed, OHKOs ZardX at +3 with Scald, 4 EVs in SpD to give Gene the wrong boost, rest in HP so that the Wacan Berry is less likely to be wasted. Tang lives +1 252 Gene Ice Beam or two Mega Aero Aerial Aces with the rest in SpA. Diancie outspeeds min speed Tangela, max Attack, OHKOs Mega Medicham or -1 Hariyama with Moonblast, rest in HP (lives two Tang Gigas). Doublade OHKOs 252 HP Hoopa with Shadow Sneak and dumps in SpD.

Team's fun, I lost in the tour with it today but that was more because of my poor plays than the team's ineffectiveness.

Week 69: Mega Mawile - DUU Edition by Test Bot #

Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
- Play Rough
- Sucker Punch
- Protect
- Iron Head

Chandelure @ Sitrus Berry
Ability: Flash Fire
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Heat Wave
- Shadow Ball
- Protect
- Trick Room

Blastoise @ Safety Goggles
Ability: Torrent
EVs: 252 HP / 200 Def / 56 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Follow Me
- Hydro Pump
- Protect
- Ice Beam

Rhyperior @ Life Orb
Ability: Lightning Rod
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Hammer Arm
- Protect
- Drill Run
- Rock Slide

Rotom-Mow @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Leaf Storm
- Thunderbolt
- Protect
- Will-O-Wisp

Porygon2 @ Eviolite
Ability: Download
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Ice Beam
- Thunderbolt
- Recover
- Trick Room
I just made this yesterday. Nice!

I started off w/ a core of Mega Mawile and Chandelure, and they really seem to have a good synergy. Then, I added Blastoise to support Chandelure and to eliminate some of the core's threats. And for the sake of coverage, Rhyperior was added, and it seems to help Blastoise a lot, too. So far, the team, as you can see, is very vulnerable to Ground type moves, Grass-type / Powder moves, and Mega Blastoise. As of result, Rotom-C was given a slot to deal w/ such issues.

The last slot was a hard one. In the end, I hated the fact that the team had to play the "guessing game" w/ salamence. I also needed another TR setter, so I decided that Porygon2 was the best mon for the job. Not that surprisingly, Porygon2 and Chandelure can switch in for each other; they are immune to Fighting and Ghost type moves, respectively. As of matter of fact, this team is immune to 8 different types in total (maybe this is an exaggeration of expression, but eh.)!
 
Last edited:

ryo yamada2001

ryo yamada2001
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ORIGINAL MEMO POST:

Week 1 -
(Mega) Metagross + Hydreigon


The basic premise of this core is that Metagross can checks Fairies and Dragons while Hydreigon deals with Steel-types, specifically Aegislash. While obviously the better set is Mega Metagross, the option of regular Metagross isn't left out of the table for you guys if you ever want to try that out.

GET BUILDING

Deadline on Thursday, 12 Noon GMT

**


Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Zen Headbutt
- Iron Head
- Ice Punch
- Protect

Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: NaN Atk
- Draco Meteor
- Dark Pulse
- Flamethrower
- Earth Power

Shaymin-Sky @ Focus Sash
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: NaN Atk
- Seed Flare
- Air Slash
- Earth Power
- Protect

Terrakion @ Focus Sash
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rock Slide
- Close Combat
- Quick Guard
- Protect

Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: NaN Spe
- Flash Cannon
- Shadow Ball
- Wide Guard
- King's Shield

Sylveon @ Choice Specs
Ability: Pixilate
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
- Hyper Voice
- Moonblast
- Psyshock
- Hidden Power [Ground]


Metagross + Hydreigon
Well, this was basically the core you kinda had to start with, considering this was the core of the week lol
Copied straight from Memoric's post:
"The basic premise of this core is that Metagross can checks Fairies and Dragons while Hydreigon deals with Steel-types, specifically Aegislash."
Shaymin-Sky
I wanted something that could check Rotom-Wash and kinda beats rain, and while Shaymin-Sky is not the optimal Pokemon to use that for, it's still a really fun and great Pokemon to use. Seed Flare takes care of Rain and Rotom-Wash, with the chance of the -2 SpDef drop. Air Slash flinches will occur pretty often.
Terrakion
I wanted something that could happily switch into a Charizard-Y Heat Wave, and then I realized basically nothing happily switches into a Charizard-Y because it's a fucking monster.
I thought about running something stupid like 192 Speed Terrakion, but you don't want to lose vs other Terrakion and Keldeo, so just go 252+
Rock Slide basically always OHKOs and you don't really need the bulk if you're going Sash really
Aegislash
I wanted something that could easily switch into Kangaskhan and beat it, even though you'll always have these sucker punch mindgames, or a very suboptimal crunch. At this time it was looking like I was VERY weak to kyurem-black so I decided to make it a weakness policy set.
Sylveon
Usually I'm very against using Sylveon because I think it's not a great Pokemon at all but I needed something that can just simply switch into the savage being Substitute Kyurem-Black. Generally you OHKO it with Hyper Voice as you don't really want to use Moonblast.


Adding the moves:
Metagross

if you use metagross and it isn't a mega i'm going to kill you
We give Metagross Clear Body as his pre-evolution because his attack won't be lowered by stupid landos.
We're obviously going to run Zen Headbutt as it is perhaps the best move that Metagross carries, as well as he beats Poison-types like Venusaur now but also Fighting-types like Keldeo etc etc
Now you basically have the choice whether you're going to use Meteor Mash or Iron Head, I like the fact that Iron Head has a flinch chance, and is 100% accurate opposing to Meteor Mash, so that's basically why I went for Iron Head.
The third move is often a filler move that you kinda have to fill in based on what your team is weak to, our team really doesn't like Landorus-Therian so I decided to go for Ice Punch, even though you can also go for a move like Bullet Punch (underrated!!) but also Hammer Arm or Earthquake are pretty good options
Then you have Protect which is self-explanatory
Hydreigon
ok so we're pretty heatran weak as heat wave kills metagross, skymin, flash cannon bones terrak and sylveon and epower reks aegislash sorta so I decided to go for the amazing Scarf set being Draco Meteor / Dark Pulse / Flamethrower (u can use fire blast it's own preference) / Earth Power
Shaymin-Sky
hi if i see you using skymin and it isn't sash i'm going to kill you
Seed Flare, Air Slash and Earth Power is just the standard set you should always run
Terrakion
Sash because Terrakion is frail
Rock Slide is basically spread fake out so you're going to run that, also Close Combat is just standard, then I think you can either run some more coverage or something but you should just go for Quick Guard generally so you can block out stuff like talonflame and taunts from thundy
Aegislash
I went for the WP Aegislash set because we were extremely weak to Kyurem-Black and Aegi does now get sik boosts from getting hit by Earth Power and it does really good damage to anything basically, so yeah we go Flash Cannon / Shadow Ball, because I do not really like Substitute. We are also pretty weak to Landorus-Therian so we just use Wide Guard to block incoming Earthquakes and Rock Slides
Sylveon
I decided to go with the standard Sylveon Choice Specs set as I do not really have knowledge on how Sylveon works and I don't know about any trending sets (although I heard Calm Mind and Life Orb are pretty in right now) we basically have Hyper Voice, Moonblast, Psyshock and Hidden Power Ground


not hyper offense xd
 
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Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Ice Punch
- Protect

Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Earth Power
- Protect

Kyurem-Black @ Choice Band
Ability: Teravolt
EVs: 24 HP / 252 Atk / 232 Spe
Adamant Nature
- Outrage
- Iron Head
- Dragon Claw
- Fusion Bolt

Amoonguss @ Sitrus Berry
Ability: Regenerator
EVs: 252 HP / 184 Def / 72 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Spore
- Rage Powder
- Giga Drain
- Protect

Politoed @ Sitrus Berry
Ability: Drizzle
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Helping Hand
- Icy Wind
- Scald
- Protect

Kingdra @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Muddy Water
- Dragon Pulse
- Protect



Well, each step in the building process usually is to capitalize on strengths, get rid of weaknesses or add support. Since Metagross+Hydreigon don't have too many weaknesses and are pretty self-sufficient, I decided to capitalize on strengths. With their ability to remove dragon counters, I bring in the all-mighty BAND CUBE to shatter what is left on the field. Now that I have introduced a fairy and fighting weakness, I bring in Amoonguss to deal with both pretty well and to give my all out attackers some breathing room. That brings in a slight Zard weakness and the team was not the best vs Lando-T either. In comes, Support Toed+Kingdra to round out my 3 drag+1 steel team! Icy Wind, Helping Hand and Scald gives me a lot of options to bring my attackers up a speed tier, blow something up or simply fish for burns and chip dmg.

This team is made to be relatively easy to play and understand. There aren't -wrong- options to start with since nearly the whole team can blow wholes in the opponent or clean up. However, the safest start would probably be Hydreigon+Amoonguss. Anything that would be dangerous to Hydreigon can easily be redirected and the team carries safe switch ins to their weaknesses(ie: Metagross into Sylveon/Kanga or Politoed into Talonflame). Try not to do things like have Metagross and Cube out at the same time against a Will-O-Wisper or a team with Intimidate because that's silly. Likewise don't leave Amoonguss and Politoed on the field together too long because you'll let your bulky support glue mons get whittled down. However, fortunately they do still work well together and aren't total momentum drainers. Like I said, the team is meant to be easy to play. Press buttons, kill shit. Try not to put yourself in a position where you are going to have to switch because the opponent has the momentum since it is a slightly offensive team. But you should still be fine either way since the team is kinda balanced too.

Obviously the most strong hydreigross team:
http://replay.pokemonshowdown.com/doublesoususpecttest-240332253
Not even double safety goggles can hold me back.
 
This is an Outrage

I started off with Metagross and Hydreigon because we had to, I went over to the post on the frameworks thread that I made on Mega Metagross teams and saw that they both fit easily onto it. I wanted to get creative with the team, but seeing that I could have a solid team comp combined with creativity let me know i was headed in the right direction.

After realizing that both Metagross and Hydreigon learned Psych Up AND that Azumarill fit into the standard framework, I knew that it was the only choice for the team. Hydreigon became physical with Outrage and Crunch, and I saw a direction that the team could go.

I added Landorus-T as a catch all. The ability to crush steels that Metagross and Hydreigon would have trouble with before setting up, as well as Intimidate & U-turn to make setting up Belly Drum easier was perfect. I also already had 1 levitator to EQ beside.

Amoonguss was the next choice, I needed some way to generate a free turn for Azumarill and a Trick Room check and Mushroom fit the bill perfectly.

This was Talonflame an edit ago, but I switched to Victini with Thunder Wave because I needed something a little fatter with Fire offense, as well as a Pokemon to beat Aegislash without playing King's Shield mindgames.

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 172 HP / 84 Atk / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Psych Up
- Protect

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Protect

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Slide
- Earthquake
- U-turn
- Superpower

Victini @ Safety Goggles
Ability: Victory Star
EVs: 252 HP / 148 SpA / 108 Spe
Modest Nature
IVs: NaN Atk
- Fusion Flare
- Psychic
- Thunder Wave
- Protect

Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 184 Def / 72 SpD
Relaxed Nature
IVs: null Spe
- Spore
- Rage Powder
- Giga Drain
- Protect

Hydreigon @ Lum Berry
Ability: Levitate
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Crunch
- Outrage
- Psych Up
- Protect


Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 172 HP / 84 Atk / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Psych Up
- Protect

Really simple Metagross moveset. Iron Head and Zen Headbutt for STAB and Psych Up because that's what the team does. The EV spread is bulky and fast because I was making up for attack with Psych Up, and Metagross is naturally powerful even without significant investment. This set survives a Flare Blitz from Life Orb Talonflame 100% of the time and of course max speed. The remaining was put into attack.


Hydreigon @ Lum Berry
Ability: Levitate
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Crunch
- Outrage
- Psych Up
- Protect

Physical Hydreigon is a set that is good. This set was loads of fun to use, and while it does have max attack investment I tried to stick to the theme of having enough offense to get by, but the bulk and speed to make sure I could make the most out of a psych up boost. Lum Berry is used to heal confusion after 2-3 Outrage turns, but it is also nice to get around paralysis if you're just hitting Crunch. The EV spread hits 301 to creep adamant base 100s + the common Adamant Hammer Arm Metagross set, with max attack and the rest into HP. Because of its typing & the fact that Hydreigon is usually special, it is actually much easier to get a Psych Up from Hydreigon than it is from Metagross.


These 3 Pokemon were completely standard. Azumarill had 252 HP 252 Atk to make sure it was around as long as possible to pass Belly Drum boosts to Hydrei and Metagross, Landorus-T was max speed Adamant Scarf to avoid losing the tie to other Lando-T (which was a threat to lots of the other members) and Amoonguss was EVd to survive a Zen Headbutt from opposing Jolly Mega Metagross with Rocky Helmet as the item.

Victini @ Safety Goggles
Ability: Victory Star
EVs: 252 HP / 148 SpA / 108 Spe
Modest Nature
IVs: NaN Atk
- Fusion Flare
- Psychic
- Thunder Wave
- Protect

Bulky special victini with Twave was a really specific call. Originally this was Talonflame but bird is was just too frail and would die before it would take out the steel types I needed it to. Victini also helps a lot against Aegislash, especially Wide Guard shields that would force me to play even more mind games. The team is a little lacking in speed control so I have Twave because Glaciate is event exclusive :(. Goggles give me an Amoonguss switchin as well as mon that isn't destroyed by Char Y + Venusaur


  • Look for opposing Pokemon that stop Azumarill from setting up a Belly Drum, if there is only 1 of these Pokemon lead Amoonguss + Azumarill and RP + BD to get the offense going strong. If the threat is a grass type lead Talonflame to KO it.
  • If the opponent has more than 1 Azumarill Check lead Landorus-T + Amoonguss or Talonflame and play from there. Getting one KO here at the cost Lando-T or Talonflame is perfectly reasonable if it opens up the door for Azu. If the opponent didn't lead any Azu checks just U turn into bunny and start the rampage.
  • Assuming you get Azu at +6, get either Hydrei or Mega Gross in asap to pass the psych up. You need at least 1 mon at a time to have the attack boosts to pass them to another. Make the best play obviously, but look for opportunities to Psych Up ASAP. DO NOT OUTRAGE BEFORE +6
  • Have fun! For some replays of the team just search kalecool in the PS replay menu.
 

Bughouse

Like ships in the night, you're passing me by
is a Site Content Manageris a Forum Moderator Alumnusis a CAP Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Here is my Bughouse signature "originality," code for being bad and gimmicky :p

Hydreigon @ Life Orb
Ability: Levitate
EVs: 216 HP / 152 SpA / 16 SpD / 124 Spe
Modest Nature
- Dark Pulse
- Earth Power
- Protect
- Roost

Metagross @ Normal Gem
Ability: Clear Body
EVs: 116 HP / 252 Atk / 140 Spe
Adamant Nature
- Zen Headbutt
- Ice Punch
- Explosion
- Protect

Gengar @ Gengarite
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Protect
- Substitute
- Shadow Ball
- Sludge Wave

Noivern @ Safety Goggles
Ability: Telepathy
EVs: 96 HP / 4 Def / 252 SpA / 156 Spe
Timid Nature
- Tailwind
- Super Fang
- Draco Meteor
- Protect

Aegislash @ Life Orb
Ability: Stance Change
EVs: 32 HP / 140 Atk / 252 SpA / 84 Spe
Mild Nature
- Shadow Ball
- Flash Cannon
- Shadow Sneak
- King's Shield

Terrakion @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Rock Slide
- Double Kick
- Protect

Well I decided that Mega Metagross would be too boring, so I immediately decided I wanted something cute. Normal Gem Explosion came to mind bc Clear Body means it won't be bothered by intimidate. Then I decided I wanted at least 2 mons immune to explosion as a result. As Metagross wasn't going to be my mega and I needed something immune to Explosion, Mega Gengar was a very natural fit. Even better, because it is a viable mon in its own right in base forme, it helps bluff the Mega Metagross.

It was at this point that I decided why not go all out with the spread move immunities. I gave Gengar Sludge Wave instead of Sludge Bomb and also added Aegislash to the team, who is immune to both Explosion and Sludge Wave. I now realized either Tailwind or Trick Room was looking really essential. (Metagross's speed btw is to outrun Adamant Scarf Landoge under Tailwind.) Turns out Tailwind Noivern fits really nicely, as it has Telepathy to also dodge the spread moves. It also functions as a nice Sun check. With Tailwind on the team I doubled back to Aegislash and decided the LO wallbreaker made the most sense. I did realize however that I was lacking in solid resistances to any generically bulky mon like Heatran or Rotom-W, so I made the Hydreigon Stratos's Roost set, only I used Earth Power over Draco Meteor as Heatran and Bisharp are two of my bigger weaknesses at this point and I already have a fast Draco in Noivern and Metagross can check Dragons too.

Finally I decided I was still a bit too sun weak for my taste and was also still weaker to Bisharp than I'd like so I picked a Terrakion, with the clutch Double Kick to defeat Sash Bisharp eZ.

demonstrative replay of how epic the team is: http://replay.pokemonshowdown.com/doublesou-240349501
 
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Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Ice Punch
- Protect

Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Earth Power
- Protect

Keldeo-Resolute @ Life Orb
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Icy Wind
- Protect

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Superpower
- U-turn
- Earthquake
- Rock Slide

Amoonguss @ Sitrus Berry
Ability: Regenerator
EVs: 252 HP / 72 Def / 184 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Rage Powder
- Spore
- Giga Drain
- Protect

Heatran @ Shuca Berry
Ability: Flash Fire
EVs: 48 HP / 252 SpA / 208 Spe
Modest Nature
IVs: 0 Atk
- Heat Wave
- Earth Power
- Substitute
- Protect


Metagross-MegaThe first half of the Metadreigon core. Clear body is the ability before mega evolution since it cancels out intimidate and lets metagross mega without bearing a -1 atk . Protect is essential as metagross starts slow and rather weak, so its needed to give metagross its needed stat boosts, and the move is generally great in the tier.Iron head>meteor mash since while meteor mash hold an extra 10 bp, and a nice 20% chance to raise atk, it's accuracy of 90% makes it slightly less viable than iron head, as the extra power isn't often needed while a crucial hit is, at the right moments. Zen headbutt STAB #2 to hit bulky water such as suicune and rotom wash and anything that resists steel apart from steel. Finally, ice punch was chosen since metagross has a role of beating dragons in this set, and ice punch can be trusted to take out most dragons (at -1 2HKOS mega mence but OHKOS lando-T).
Hydreigon
Second half of the metadreigon core. Hydreigon, with dragon and fairy covered, can hit very hard with its STAB draco meteor, potentially erasing any threat standing on the field, or dealing no less than a solid 60-70% usually, taking out a fire type or a ground type metagross migth be facing. dark pulse is #2 STAB, very useful to hit tr setters, metagross natural enemies, such as cresselia supereffecticly, and ghost types who threaten metagross such as aegislash, jellicent. Earthpower>fireblast since both halfs need a move to hit steel, and while hydrei's dark pulse covers aegislash and gengar mega, bisharp and heatran are what can shake metagross, epower hits both. This last move is actually very flexible, since it gets tailwind and taunt, both pretty nice moves, but since There isnt any real need for extra speed, and mental herbs are common, i went for the standard protect, helping with longevity.
KeldeoThe first thing I thougth about was a heatran, and generaly fire, counter. Keldeo/meta itself is a core, so keldeo not only acts as a fire extinguisher on the team, but back up for hydrei in case it's down or cant do much at the field. Scald and secret sword are STAB moves that give keldo the edge over heatran/fire, ground types and kankgaskan, which can both threaten metagross, especially on low health. icy wind is ideal for speed control as it makes metagross incredibly fast, and the fact that it hits ground well is a bonus. Protect for the obvious reasons is move #4
Landorus-TheriainIntimidate is a really great ability to have, and can help the core with tanking physical hits, especcialy hydreigon from pokemon like kangaskan's return/sucker punch, talonflame, landorus etc. Landorus therian's choice scarf makes it a great pivot, with acess to EQ with hydreigon's levitate, superpowers steel types in case metagross is the partner, and u turns dark types that bug metagross out. Rock slide scares talonflame as well. It's this speific movepool that fits metagross and hydreigon so well that made me choose landorus-T.
AmoongussAt this point, the team seemed to struggle versus water, particuarly rotom-W and keldeo. Amoongus destroys both while offering solid bulk, which can be a great releif on switch ins (especially on the special waters mentioned above), as the HO team lacks a few. Regenerator and sitrus serve greatly for this. Great under trick room which helps this team a lot since its rather fast. Amoongus is specially defensive since i figured it migth be out with metagross. 150 def can cover most physical hits, so I chose this amongus to eat the Rotom heat overheats, talon's flare blitz is still survived, and the occasional flamethrowers/ hp ground you might on manetric and others. Spore is an ideal status to cause, and is a must on ammonguss. protect is mandatory to help it stay alive.
HeatranF/W/G cores are very well balanced, so I figured i'd complete this one. Since this team covers steel's weaknesses very well, with 2 immune to EQ, I found it alright to put heatran since this needed an amoonguss counter and talon check, maybe bisharp as well upon the fall of keldeo, and a spread move user, not to mention fire switch in which all heatran is happy to perform. A very standard set, except Shuca sub is actually cool. 208 speed creeps the speed creep heatran, and has helped me a lot on a personal level nail other heatrans.


http://replay.pokemonshowdown.com/doublesoususpecttest-240340501 This particular battle does not mean anything specific, but I think that it shows overall that whatever two pokemon are out on the field have synergy in this team : lando/hydrei, amongus/metagross, etc
 
This team doesn't have name. Sadx :[



Metagross @ Metagrossite
Ability: Clear Body
EVs: 16 HP / 240 Atk / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- Ice Punch
- Protect



Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Fire Blast
- Protect



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



Thundurus @ Sitrus Berry
Ability: Prankster
EVs: 244 HP / 108 Def / 64 SpA / 72 SpD / 20 Spe
Calm Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Taunt



Togekiss @ Sitrus Berry
Ability: Serene Grace
EVs: 248 HP / 192 Def / 68 SpD
Calm Nature
- Follow Me
- Air Slash
- Thunder Wave
- Roost



Tyranitar @ Shuca Berry
Ability: Sand Stream
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Rock Slide
- Earthquake
- Superpower



: I started building the team around Metagross and Hydreigon that are the obligatory core of this round, Mega-Metagross can check fairy types and Hydreigon switch vs Dark and Fire moves.

: I added Keldeo beacuse it's very useful for the core, it can check things like Bisharp or Heatran and hit extremely hard in return Metagross can kill Lati@s amoonguss and Mega-Venusaur.

: Now Thundurus is the better option for this team, it can check the biggest threat of my team: Talonflame. Also it's the speed control mon of the team, with taunt Thundurus can disable walls or annoying things for the team, things like Thunder Wave users or attack redirect users. Metagross and Keldeo can kill ice types that are threatening for thundurus.

: Togekiss is a great mon for the team, it can redirect moves and use the annoying combination of Thunder wave + Air slash + Serene grace and kill dragon and fighting types.

: The last mon is Tyranitar a really beast that can sweep teams in late game with Dragon Dance and a good support against Talonflame. Metagross can kill Keldeo and Thundurus and Togekiss paralize opposing mons for a safe Tyranitar sweep.


I always start with Metagross and Keldeo, they can make holes in the opponent team or scout the leads with protect. If the opponent has a Aegislash or Charizard-mega-Y i switch out Metagross and use Hydreigon to kill it. Also i can use Togekiss and Thundurus in early game and use T-wave in the opposing 2 mons, and later use Hydreigon. After the opposing team is weakened i send Tyranitar and sweep
 
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I SHOULD BE AT SCHOOL RIGHT NOW


Jellicent (M) @ Safety Goggles
Ability: Water Absorb
EVs: 252 HP / 140 Def / 116 SpD
Sassy Nature
IVs: 0 Spe
- Hydro Pump
- Trick Room
- Will-O-Wisp
- Hex

Metagross @ Expert Belt
Ability: Clear Body
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Hammer Arm
- Zen Headbutt
- Iron Head
- Protect

Abomasnow (M) @ Abomasite
Ability: Snow Warning
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Blizzard
- Giga Drain
- Ice Shard
- Protect

Landorus-Therian (M) @ Sitrus Berry
Ability: Intimidate
EVs: 252 HP / 100 Atk / 44 Def / 112 SpD
Adamant Nature
- Hammer Arm
- Earthquake
- Stone Edge
- Protect

Hydreigon (M) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Draco Meteor
- Protect
- Taunt

Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Overheat
- Thunderbolt
- Volt Switch
- Trick


This is a quick, on-the-spot team I built just this afternoon, because for some reasons I am supposed to be at school and not be at home doing nearly nothing but play on my laptop. Instead, I just came up with this simple team that does quite well as a whole. I knew that many of the teams will have their share of references to Mega Metagross, I decided not to use the mega, but instead use Metagross in its normal form, and it still works out well even without the Metagrossite.

Basically, this is a Semi-TR team (although I am more of a Tailwind guy, I chose this style to account) that uses not-so-standard methods of coping up in battles. Instead of a Cresselia, which is so heavily overused in Trick Room teams, I chose Jellicent. I took that opportunity of having something that can set up TR while being able to assist Hydreigon and Metagross vs. opposing Landorus-T. Expert Belt Metagross and Mega Abomasnow act as the primary abusers of Trick Room, both being able to capitalize over a good amount of threats under TR [also Hail is a great way to get around weather, especially Sun]. Sitrus Berry Landorus-T is something else that is weird in this team, although has proven effective over the course of my few battles today. Instead of having Scarf, I figured that a bulkier variant would work to get over the fact of "Choice Locking" yourself. Also, it greatly supports Mega Abomasnow, taking off its threats like Heatran. Plus, Hammer Arm makes you slower, making Landorus a strong TR force. Taunt Hydreigon is actually something interchangeable here. You can replace Taunt with Fire Blast if you want, but personally speaking, I don't want to avoid additional set-up such as Rage Powder/Follow Me. Finally, Scarf Rotom-Heat rounds the team as a Trick Scarfer and basically, a way to get rid of Char-Y and Amoonguss outside of TR. Also, a little inch of momentum can never be bad.

The team is meant to get around every playstyle while being able to capitalize with its own firepower. If you are facing fast, Hyper Offensive teams, this makes you more in need of Trick Room to get around the teams. However, for slower, bulkier teams, you would have to make second chances whether to prevent or promote Trick Room to your opponents. Also, most of the Pokemon here are bulky, which means you have a freewill to promote switch-ins to certain situations.

Set Substitutions:
Metagross's Life Orb/Colbur Berry > Expert Belt
Hydreigon's Fire Blast > Taunt
 
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Pastelle

we're all star stuff
Decided to give this a shot since Mega Metagross and Hydreigon are among my favorite Pokemon to use in battle.

This Team Doesn't Have a Clever Name

Metagross @ Metagrossite
Ability: Clear Body
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Iron Head
- Hammer Arm
- Zen Headbutt
- Protect

Hydreigon @ Life Orb
Ability: Levitate
EVs: 216 HP / 152 SpA / 16 SpD / 124 Spe
Modest Nature
- Dark Pulse
- Draco Meteor
- Earth Power
- Protect

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Play Rough
- Aqua Jet
- Superpower
- Waterfall

Cresselia @ Safety Goggles
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Spe
- Psyshock
- Trick Room
- Calm Mind
- Moonlight

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower

Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 184 Def / 72 SpD
Relaxed Nature
IVs: 0 Spe
- Spore
- Rage Powder
- Giga Drain
- Protect


Teambuilding

I started with these two because they're the mons we had to use ofc

While building, I was reminded of a core that I really like, which is Steel / Dragon / Fairy. Upon remembering this, I decided that I wanted an offensive Fairy. Since the only viable non-Mega offensive Fairies are Sylveon and Azumarill, it came down to these two. I ultimately went with Azu because Azu has some cool coverage options and I wanted to use more attacks than Hyper Voice. That and it dealt with Ground and Fire-types that Metagross was weak to.

I still needed a reliable Amoonguss and Trick Room check, and Cresselia beautifully fits these requirements. Calm Mind with Safety Goggles allows Cresselia to easily rid me of any opposing Amoonguss, and running my own Trick Room allows me to instantly reverse existing Trick Room, which I think is pretty neat.

Even though this team has Fighting-coverage, it didn't have a guaranteed way to take care of Mega Kangaskhan, which is where Landorus-T comes in. That, and since this team already had two Levitators, why not use Earthquake? I wanted a bit more fast offensive pressure on my team, that and Rock Side is never a bad thing to have on any team.

My team was Rotom-W weak, so here comes the check to that. This slot was almost Shaymin-Sky, but I decided the team could benefit from some Sleep and redirection support, giving them room to sweep.

In-Depth Look

Metagross @ Metagrossite
Ability: Clear Body
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Iron Head
- Hammer Arm
- Zen Headbutt
- Protect

This is my favorite Mega Metagross set by far. It's standard, but effective. Dual STAB attacks Iron Head and Zen Headbutt for power and flinch hacks, Hammer Arm is my favorite third slot move, as it hits super effective to the most top tier threats. Max Attack for obvious reasons, 176 Speed allows outspeeds Adamant Mega Kangaskhan, and the rest into HP for general bulk.


Hydreigon @ Life Orb
Ability: Levitate
EVs: 216 HP / 152 SpA / 16 SpD / 124 Spe
Modest Nature
- Dark Pulse
- Draco Meteor
- Earth Power
- Protect

I was torn of either to use Life Orb or Specs with this set, but I ultimately decided that a bulky set with Life Orb would suit the team best, as a way to kinda counteract Metagross' general frailness. This is the set stolen directly off the SmogDex, and it works very well. The Special attack guarentees an OHKO on 44 HP Landorus-T with Draco, and a OHKO on 4 HP Mega Metagross with Dark Pulse. 124 Speed outspeeds Jolly Breloom, and the rest are in bulk. I ran Earth Power over something like Fire Blast to deal with one of Metagross' threats, Heatran.


Azumarill @ Assault Vest
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Play Rough
- Aqua Jet
- Superpower
- Waterfall

As much as Belly Drum Azumarill is a powerhouse, I went with Assault Vest as I find it a more reliable set overall, and wanted to use Azu as a bulky pivot. Standard moveset overall, the 8 Speed outspeeds Scrafty and Sableye, while the rest are in Attack and HP.


Cresselia @ Safety Goggles
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Spe
- Psyshock
- Trick Room
- Calm Mind
- Moonlight

Calm Mind Cresselia is my new favorite Cress set, for obvious reasons. This mon not only serves as my Trick Room counter, but as my sponge-to-take-any-kind-of-hit as well. Basic EV spread to make Cresselia never die, with a set to also ensure it never dies. Basically, this thing is immortal.


Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- U-turn
- Superpower

Do I really need to explain this set, as its so overdone at this point? Basically this mon is to deal with Mega Kangaskhan, and to apply early offensive pressure. You all know what Landorus-T does, I'm done here.


Amoonguss @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 184 Def / 72 SpD
Relaxed Nature
IVs: 0 Spe
- Spore
- Rage Powder
- Giga Drain
- Protect

I know its a broken record at this point, but do I really have to explain this one? Its every Amoonguss ever, I needed more support on this team and a counter to Rotom-W, blah blah blah

How This Team Works
This is a balanced team, as it has a little bit of support mixed in with a little bit of offense. It's designed to adapt to any play-style. Tailwind? Use fast mons like Metagross and Landorus-T. Trick Room? Counter it with Cresselia and Ammonguss, or have Azumarill out to use it to your advantage. This team is very flexable to whatever the opponent brings.

Leads
+
This is my anti-Trick Room lead. U-Turn out with Lando on the setter or attack the Trick Room attacker, while Cresselia Trick Room's itself to reverse or Calm Mind for unexpected sweep. If Lando U-Turn's, send in Amoonguss for sleep spam or Azumarill for offensive pressure

+
This is my anti-Mega Kangaskhan lead. Double target Kang with Superpower and Hammer Arm (Kang can only Fake Out one thing), while at the same time getting off an Intimidate to make Kang more frail.
Those are all the leads I figured out for now, maybe more will come idk

Replays
http://replay.pokemonshowdown.com/doublesou-240739972
http://replay.pokemonshowdown.com/doublesou-240737758
http://replay.pokemonshowdown.com/doublesou-240943718


(also personal apology to KyleCole for using almost all the same mons as he did minus Victini whoops I did not mean to do that)
 

Idyll

xD
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nice teams guys :D. I got one request though: can you guys make one hide tag dedicated to the importable (no extra text or sprites whatsoever)? Also to keep every other supporting text (description, teambuilding process, etc.) bundled up in together in 1 other hide tag? thanks!
 
wasn't pastelgameboy too late for the deadline? I was going to make a team, but I was too late, so I'm waiting for weak two. :p
 
Shit, I saw "Thursday, 12 Noon" and read it as "Thursday, 12th at Noon".... "12 noon" is redundant and misleading. Oh well, I get to make a team for the competition. :p
 
About to post my team, but first,... How do I make a hide tag? ._.

Edit: Thanks littlelucario

Metagross @ Metagrossite
Ability: Clear Body
Shiny: Yes
EVs: 68 HP / 252 Atk / 188 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Zen Headbutt
- Protect

Hydreigon @ Choice Scarf
Ability: Levitate
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Dark Pulse
- Heat Wave
- Earth Power
- Draco Meteor

Landorus-Therian (M) @ Assault Vest
Ability: Intimidate
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Earthquake
- Rock Slide
- Knock Off
- U-turn

Amoonguss @ Black Sludge
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpA
Calm Nature
- Giga Drain
- Sludge Bomb
- Rage Powder
- Spore

Talonflame @ Life Orb
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Tailwind

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Electroweb


Building process:

Metagross+Hydreigon: Had to start here. Great combination in steel and dragon. I chose to mega Metagross because any other option is simply outclassed. EVs are set to outspeed certain 'mons (I can't remember...), maximize attack, and increase bulk. Obvious dual STAB moves in Zen Headbutt and Meteor Mash. Protect to wait for speed increase, and for general utility. Earthquake for coverage, and to abuse Hydreigon's ability. Speaking of whom, I chose scarf to allow Hydreigon to outspeed most of the non-scarfed, unboosted tier. I chose Draco Meteor to nuke things. The reliability of Dragon Pulse doesn't pay off in a fast-paced metagame, especially when switching is common. Dark Pulse for reliable STAB, with a bonus in flinch chance. Heat Wave for spread coverage (and abusing drought from opposing Zard Ys), and Earth Power for coverage, especially fire types.

Landorus T: I figured the team could appreciate some attack control in the form of intimidate. It allows Metagross to survive hits it normally wouldn't, and it can still spam Earthquake. Assault vest was used because it allows Lando to take special hits at full health that it normally can't, so it doesn't have to rely on a speed advantage. EVs are to outspeed Pokemon with base 80s, maximize attack, and increase bulk. Earthquake for STAB, Knock Off for utility and chip damage, U-Turn for utility and coverage, and Rock Slide for spread coverage. Lando provides a great pivot, forcing switches and making slow-ish U-Turns, allowing the core to switch in safely.

Amoonguss: My team could benefit from some redirection, especially in the case of priority, tailwind, and trick room. Speaking of the latter, since Amoonguss is not making outspeeds on anything, I minimized its speed to abuse trick room from opposing teams. The EVs are to maximize bulk and balance defences, so it can sponge up redirected attacks better. Obviously, Rage Powder takes slot one. I also put Spore in to shut down anything that tries setting up (or is simply very threatening). Sludge Bomb and Giga Drain for STAB, in case it gets taunted. Amoonguss redirects both attacks and attention, allowing my more offensive Pokemon to sweep safely.

Talonflame: My team originally had no priority, so I figured Talonflame could help. Priority Brave Bird puts a lot of pressure on the opposing team, especially with life orb. It also has speed control in Tailwind, and by simply being fast. Flare Blitz is for STAB coverage, and just nuking things. Lastly, I gave it U-Turn so it can pick off a weakened 'mon and switch into something that better matches the rest of the team. It's also a good option if it can't KO anything that turn, and is at risk of being KOed itself. Talonflame's main role is to pressure the enemy team, and, to a lesser degree, create an offensive pivot.

Rotom-Wash: I wanted something that could disrupt the enemy team, stay in for a while, and still deal a fair amount of damage. Sitrus Berry is for recovery. Leftovers probably wouldn't see enough turns to be worth it. Wil-O-Wisp is to neuter physical attackers, which makes things much easier for the core (especially with Sucker Punch Mega Khan). Volt Switch is for a slow, safe switch, while doing some chip damage. Electro Web is for more speed control, and Hydro Pump is for when offense is a priority. Overall, Washer is a safe switch in, who can make the field safe for other 'mons to switch in.


Strategy: Metagross can spam Earthquake with almost any of its partners on the field, and stay in safely with the various attack and speed control across the team. It has protect if it needs to wait for such control to be used. Hydreigon can protect Metagross from threats and pressure the opponent at the same time. Landorus can put my team in a safe spot by knocking off important items, and taking out core members of the other team. Amoonguss can redirect attacks when things go wrong, pressure trick room teams, and put a Pokemon out of commission for a few turns. Talonflame can serve revenge, out prioritize enemies, and take out threats to its partner (a good offense is a good defence). Lastly, Rotom-Wash phazes the enemy team and allows you to get the right Pokemon on the field--safely.
 
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MANNAT

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About to post my team, but first,... How do I make a hide tag? ._.
Code:
[hide="Team"]

Text insert

[/hide]
Text insert


Arcticblast edit: when you're doing this kind of stuff you can use PLAIN tags
[hide=Team]
Text insert
[/hide]
 
Last edited by a moderator:

Idyll

xD
is a Tutoris an official Team Rateris a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Smogon Media Contributoris a Site Content Manager Alumnusis a Top Social Media Contributor Alumnusis a Community Leader Alumnus
RBTT Champion
Shit, I saw "Thursday, 12 Noon" and read it as "Thursday, 12th at Noon".... "12 noon" is redundant and misleading. Oh well, I get to make a team for the competition. :p
it's in case someone reads it as 12 midnight and considering people default to midnight with stuff like that it's kind important
 

Idyll

xD
is a Tutoris an official Team Rateris a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Smogon Media Contributoris a Site Content Manager Alumnusis a Top Social Media Contributor Alumnusis a Community Leader Alumnus
RBTT Champion
double posting bc im cool like that

The deadline has passed! It's time to vote for the team of the week! Pick your vote among the following; To vote, just post in bold the name of the user who created the team you voted for.

Meloetta
youngjake93
KyleCole
Bughouse
silverwhiteblue
Lanueba
Majore D' Mawile
pastelgameboy
VCrakeV

Deadline for voting is on Saturday, Noon GMT

edit: btw, you can't vote for yourself bc that's not cool man lol.

and voting is available to everyone!
 
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Who's allowed to vote? I imagine the creators aren't, because they would likely just vote themselves. :p So, is it just the DOU community who votes?
 

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