~ 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
- 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]
- Two (2) days of voting for the winning team
- 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.
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
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.
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]
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.
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
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.
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
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.
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
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.
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
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 :)
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
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.
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]
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
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
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.
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
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
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
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.
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
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.
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
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
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.
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
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.
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.
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