Monotype Teambuilding Competition V2 Cycle 16 - Infernape + Fletchinder [Voting Stage]

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Heracross-Mega @ Heracronite
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Close Combat
- Pin Missile
- Bullet Seed
- Swords Dance

Conkeldurr @ Assault Vest
Ability: Iron Fist
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drain Punch
- Ice Punch
- Knock Off
- Mach Punch

Cobalion @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Focus Blast
- Flash Cannon
- Hidden Power [Ice]
- Stealth Rock

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Poison Jab

Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Calm Mind
- Substitute

Hawlucha @ Sitrus Berry
Ability: Unburden
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- High Jump Kick
- Acrobatics
- Substitute
- Swords Dance


I'll add descs later when I get the chance, on Vaca atm
 

iLlama

Nothing personal, I protect my people


Conkeldurr @ Assault Vest
Ability: Guts
EVs: 208 HP / 252 Atk / 48 Spe
Adamant Nature
- Mach Punch
- Drain Punch
- Knock Off
- Ice Punch

Heracross @ Heracronite
Ability: Moxie
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Close Combat
- Rock Blast
- Pin Missile
- Swords Dance

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Iron Head
- Earthquake

Cobalion @ Leftovers
Ability: Justified
EVs: 180 HP / 76 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Thunder Wave
- Taunt
- Iron Head

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

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


Conkeldurr: I chose to go with a fairly generic AV Guts Conk set. With its natural bulk + Assault Vest, Conkeldurr can take hits decently well and be able to cripple the opposing team. Mach Punch for priority needs and last minute damage. Drain Punch to keep your Bulky beast running and for great STAB coverage. Knock Off to cover for Choice users, Lefties, etc. as well as for Psychic types and the rare Ghost team. Lastly I went with Ice Punch for maximum coverage (Flying, Ground, Grass, etc.). Guts being the ability of choice as it covers what would usually be Guts/Scarf Regular Heracross. It also handles Sableye, Mew, and can be a good switch-in to Scald. The reason for the 48 speed invest is so it can outspeed uninvested base 50's (i.e. Azu, Chansey, etc.).

Heracross: As for the Mega, Heracross can run a couple reliable sets, but in this case I chose SD.

Will add remaining descriptions soon...
 
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maroon

free palestine
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RMT & Mono Leader

Heracross-Mega @ Heracronite
Ability: Guts
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Close Combat
- Bullet Seed
- Pin Missile
- Rock Blast

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Drain Punch
- Knock Off
- Poison Jab
- Mach Punch

Cobalion @ Leftovers
Ability: Justified
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Iron Head
- Thunder Wave

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Scald
- Icy Wind

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

Infernape @ Life Orb
Ability: Blaze
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Grass Knot
- Hidden Power [Ice]
- Close Combat


Coming Soon
 


Conkeldurr (F) @ Assault Vest
Ability: Iron Fist
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Mach Punch
- Drain Punch
- Thunder Punch
- Knock Off

Heracross (M) @ Heracronite
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Bullet Seed
- Arm Thrust
- Rock Blast
- Pin Missile

Mienshao (M)
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Knock Off
- Fake Out
- High Jump Kick

Poliwrath (F) @ Lum Berry
Ability: Water Absorb
Shiny: Yes
EVs: 252 Atk / 8 SpD / 248 Spe
Jolly Nature
- Waterfall
- Wake-Up Slap
- Hypnosis
- Poison Jab

Infernape @ Sitrus Berry
Ability: Iron Fist
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Mach Punch
- Thunder Punch
- Substitute

Hawlucha (M) @ Power Herb
Ability: Unburden
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sky Attack
- Acrobatics
- High Jump Kick
- Detect


Conkeldurr: Thunder punch is good for those Hawluchas and Keldeos where drain punch is great for lucario and for regaining some hp. Heracross: I put all skill link moves because arm thrust can do just as good as close combat when fighting a lucario or any rock pokemon. Others: The others I chose for the lack of usage, I believe they need more love and will post some replays of wins with them. Mienshao:Great for that fake out high jump kic, nice speed and decent attack. Hawlucha: Power herb- unburden Sky attack is a nice set because once you get that nice solid ohko to most pokemon you then get good speed for other attacks. Poliwrath: A nice and fast Hypnosis wake up slapper or a hypnosis into a switch in, Infernape: A good substitute-stealth rocks pokemon, sub to eat the spore or toxic coming from things like that pesky breloom, then you can setup SR and nice thunder for flying/water types and mach punch for priority STAB. PS: If you want to use this build and get good wins or even losses with good performance against harder types like dragons, then feel free to PM them to me and I will add them.


 
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Seo.

Nice guys always finish last...

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Mach Punch
- Drain Punch
- Knock Off
- Ice Punch

Heracross-Mega @ Heracronite
Ability: Moxie
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Bullet Seed
- Rock Blast

Lucario @ Life Orb
Ability: Steadfast
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Iron Tail
- Close Combat
- Extreme Speed

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake
- Iron Head

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


I added Breloom to help out with Bulky Waters like Slowbro and Azumarill, and to give these slower mons a decent chance to hit after sporing. Lucario is to help deal with fairy with Steel STAB and is a great set up sweeper. Keldeo is one of fightings only reliable special attackers and OHKOs almost everything that doesnt resist specs hydro pump. Scarf Terrakion is a great Choice Scarfer and revenge killer, also helps with the Flying matchup.
 
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Conkeldurr (F) @ Flame Orb
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Mach Punch
- Drain Punch
- Thunder Punch
- Knock Off

Heracross (M) @ Heracronite
Ability: Guts
EVs: 252 Atk / 8 SpD / 248 Spe
Adamant Nature
- Bullet Seed
- Arm Thrust
- Rock Blast
- Pin Missile

Mienshao (M)
Ability: Regenerator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Acrobatics
- Knock Off
- Fake Out
- High Jump Kick

Poliwrath (F) @ Lum Berry
Ability: Water Absorb
Shiny: Yes
EVs: 252 Atk / 8 SpD / 248 Spe
Jolly Nature
- Waterfall
- Wake-Up Slap
- Hypnosis
- Poison Jab

Hariyama @ Flame Orb
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Fake Out
- Bullet Punch
- Close Combat
- Thunder Punch

Hawlucha (M) @ Power Herb
Ability: Unburden
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sky Attack
- Acrobatics
- High Jump Kick
- Detect


Conkeldurr: I put flame orb guts because burn keeps you from getting paralyzed, put to sleep, or poisoned by those pesky af Brelooms, Thunder punch is good for those Hawluchas and Keldeos where drain punch is great for lucario and for regaining some hp. Heracross: I put all skill link moves because arm thrust can do just as good as close combat when fighting a lucario or any rock pokemon. Others: The others I chose for the lack of usage, I believe they need more love and will post some replays of wins with them. Thank you. All advice is thanked. :3


Hey buddy! I really like how different your team is, but I have a little bit of advise that may help you moving forward!

I'd definitely go more in depth in your descriptions, especially if you have out of the norm sets. That way, people can understand your reasoning behind sets, and it makes it typically look more convincing.

My 2nd thing is, a huge thing to consider is planning out roles on your team. It's typically reccomended to have a SR setter, especially to ease your flying matchup a bit. It's also nice to have a scarfer, so your team has a reliable source of speed. Fighting is an extremely offensive type, so definitely have wallbreakers so it's easy to plow through other teams.

With that said, I'll get into sets. I'd consider using keldeo over Poliwrath, as it's the best, and one of the only, special attackers avaliable, and it sits at a great speed tier (great for a hyper offensive type), and it can run a variety of mixed sets, from Specs, to Sub Cm, LO Taunt, the list goes on.

Next, id replace Mienshao for Terrakion. Much better sweeper, and really gives you an edge against Flying and Fire. Sub SD Salac is also a great set if you're looking to do something different.

I would change Conkeldurr to an Assault Vest set. While Flame Orb does boost it's attack, the status damage seriously hinders this slow and bulky mon. Try AV instead.

Lastly, id reccomend trying Infernape over Hariyama. It's a great suicide lead with much appreciated Fire Coverage, especially for Skarmory, and compared to the other teams being submitted rn, I think it would make yours pop out a bit more bc no one else is using it.


Please don't take these with a heavy heart, but I think these changes will tremendously benefit your team. I highly encourage you to keep participating and using the teams you build, practice makes perfect! :)
 
Hey buddy! I really like how different your team is, but I have a little bit of advise that may help you moving forward!

I'd definitely go more in depth in your descriptions, especially if you have out of the norm sets. That way, people can understand your reasoning behind sets, and it makes it typically look more convincing.

My 2nd thing is, a huge thing to consider is planning out roles on your team. It's typically reccomended to have a SR setter, especially to ease your flying matchup a bit. It's also nice to have a scarfer, so your team has a reliable source of speed. Fighting is an extremely offensive type, so definitely have wallbreakers so it's easy to plow through other teams.

With that said, I'll get into sets. I'd consider using keldeo over Poliwrath, as it's the best, and one of the only, special attackers avaliable, and it sits at a great speed tier (great for a hyper offensive type), and it can run a variety of mixed sets, from Specs, to Sub Cm, LO Taunt, the list goes on.

Next, id replace Mienshao for Terrakion. Much better sweeper, and really gives you an edge against Flying and Fire. Sub SD Salac is also a great set if you're looking to do something different.

I would change Conkeldurr to an Assault Vest set. While Flame Orb does boost it's attack, the status damage seriously hinders this slow and bulky mon. Try AV instead.

Lastly, id reccomend trying Infernape over Hariyama. It's a great suicide lead with much appreciated Fire Coverage, especially for Skarmory, and compared to the other teams being submitted rn, I think it would make yours pop out a bit more bc no one else is using it.


Please don't take these with a heavy heart, but I think these changes will tremendously benefit your team. I highly encourage you to keep participating and using the teams you build, practice makes perfect! :)
Thanks for the advice, I personally am not going to change my pokemon to others (other than haryiama to infernape for SR) , but can certainly change Conkeldurr's set. And I will go more in depth.
 
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Conkeldurr @ Assault Vest
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drain Punch
- Ice Punch
- Knock Off
- Mach Punch

Heracross-Mega @ Heracronite
Ability: Skill Link
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Bullet Seed
- Rock Blast

Combusken @ Eviolite
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Substitute
- Protect
- Baton Pass

Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Gunk Shot
- Drain Punch
- Sucker Punch
- Swords Dance

Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

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


Conkeldurr: The first pokemon of the core. I chose Assault Vest since it's the best set in my opinion and it can tank a lot of hits, especially Scald, because Conkeldurr does not mind the burns. Drain Punch is the obvious STAB while Ice Punch hits flying types such as Landorus. Knock Off hits psychic types and knocks off items such as eviolites which is useful. Mach Punch is obvious priority.
Heracross: The second pokemon of the core. A really good mega in my opinion and gives good matchups vs water and ground with Bullet Seed, psychic with Pin Missile STAB and even flying and fire with Rock Blast, if you manage to get some speed on it. Close Combat is just a strong STAB.
Combusken: Now here is where it gets cool. I've always liked the idea of Combusken on fighting and it works wonders with Baton Pass into Heracross. It's also a decent Skarmory breaker as it OHKO's with Fire Blast. If you can pass a couple speed boosts to Heracross you can get some nice sweeps.
Toxicroak: This isn't your typical fighting pokemon, but as I scrolled through the list of fighting mons, not only did I realise Toxicroak works as a nice fairy-killer, but also has a great ability in Dry Skin that allows it to switch into water moves that threaten Combusken and Heracross. Also walls pokemons such as Keldeo. I went for a Swords Dance set to beat bulkier teams and Sucker Punch to hit psychic types.
Keldeo: You can't really have a fighting team without Keldeo since it is so good. I needed a strong special attacker because Combusken doesn't count as one. I added a scarf on it since my team is rather slow and you can't always pass speed boost against HO teams. I went for a standard scarf set with dual water STAB, Secret Sword and Icy Wind.
Terrakion: This is the stealth rocker of the team. I chose this over Cobalion because I was pretty weak to strong fire types such as Charizard-Y. It also works amazingly as a wallbreaker with Life Orb + Taunt, and Taunt also shuts down slower hazard setters.


I swear combusken is good
 
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Conkeldurr @ Assault Vest
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Knock Off
- Mach Punch
- Drain Punch
- Ice Punch

Heracross-Mega @ Heracronite
Ability: Skill Link
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Bullet Seed
- Rock Blast
- Close Combat
- Pin Missile

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Stone Edge
- Close Combat

Hawlucha @ Leftovers
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Tailwind
- Roost
- U-turn
- Taunt

Keldeo @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Hydro Pump
- Hidden Power [Grass]
- Focus Blast
- Secret Sword

Cobalion @ Leftovers
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stone Edge
- Stealth Rock
- Iron Head


so basically this is a really meme team. conk + mhera is the core so u have that. conk is the standard av set because i was too lazy to meme with it and mhera is an all out attacking set. now hera is adamant because of this next mon, hawlucha, which is the meam of the teme. it can taunt opposing leads, roost to meme later in the match, u turn to get out and tailwind to get the speed boost. now sometimes you dont get tailwind off, which is ok because you still have this next beast, terrak. scarf terrak helps against things like webs bug since it beats things like birds and pinsir and its just really good. next is keldeo which is a very meme set. hydro pump + hp grass memes on ground. secret sword + focus blast memes on normal. hydro pump + secret sword or focus blast memes on steel and dark and ice and rock and a lot of types. so basically u get to meme on a lot of types. after that u have another meme named cobalion. now its not as good as max def max hp but its still p good. stone edge gives u another m pinsir memer and sd iron head lets u meme on fairies. if u feel like being a super meme u can set rocks occasionally but most of the time its best to yolo sweep.
 

Conkeldurr @ Life Orb
Ability: Sheer Force
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Mach Punch
- Drain Punch
- Thunder Punch
- Poison Jab/Fire Punch

Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Substitute
- Focus Punch
- Seed Bomb
- Spore

Heracross @ Heracronite
Ability: Guts
EVs: 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Pin Missile
- Close Combat
- Rock Blast

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Iron Head
- Stone Edge
- Earthquake

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

Infernape @ Focus Sash
Ability: Blaze
EVs: 108 Atk / 148 SpA / 252 Spe
Naive Nature
- Taunt
- Stealth Rock
- Fire Blast
- Close Combat
I started off with a Sheer Force life orb Conkeldurr set because i wanted a stronger offensive presence, and its fun to use, and the 212 speed is enough to outspeed standard 164 speed Azumarill, enabling conk to ohko it with boosted Poison Jab. I slashed it with fire punch so I just don't get setup on by Doublade. On Breloom, I preferred Poison Heal over technician because its quite unique and the spore + focus punch combination punches holes in water and steel teams. Finally, I added Infernape over Cobalion as my stealth rocker because it can check steel threats like Scizor and Doublade, and I added 108 attack to ohko Heatran after sr. Everything else is just standard :|.
 
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Tailwind Fighting

furries (Cobalion) @ Life Orb
Ability: Justified
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hidden Power [Ice]
- Stone Edge
- Focus Blast
- Stealth Rock

s/o attribute (Hawlucha) @ Focus Sash
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Aerial Ace
- Poison Jab / Stone Edge
- Tailwind

Ralph (Heracross-Mega) @ Heracronite
Ability: Moxie
EVs: 12 HP / 252 Atk / 244 Spe
Adamant Nature
- Earthquake
- Rock Blast
- Bullet Seed
- Pin Missile


i hate pokemon (Conkeldurr) @ Life Orb
Ability: Sheer Force
EVs: 48 HP / 252 Atk / 200 Spe
Adamant Nature
- Drain Punch
- Mach Punch
- Poison Jab
- Ice Punch

otherkins (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind

weeaboos (Medicham) @ Choice Scarf
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Ice Punch
- Psycho Cut /Zen Headbutt
- Baton Pass / Bullet Punch

At first, I wasn't even going to post a team, but later on Wisp, I saw Attribute using some kind of tailwind hawlucha meme. so s/o to him for giving me this idea in the first place
- This is somewhat the backbone of the team, as it provides the tailwind that conk and heracross need to clean. Third move is somewhat of a tossup, as I couldn't find the perfect set for the job, whether it should be bulky and slow or offensive or itemless or ???. Use whatever works, as long as it has tailwind.
- The main cleaner. 185 attack is pretty damn scary, especially with Tailwind. Speed is to creep scarf 100s under tailwind. I chose earthquake over Close Combat just because it's a fighting team so I have enough STAB, and I found myself not liking the def drops, as well as not needing it due to Pin Missile still doing a ton of damage.
- Secondary cleaner/revenge killer with Mach Punch or under Tailwind if Heracross is KO'd. I chose Life Orb over Assault Vest as I didn't think the bulk was needed for its role, and the extra power is always good. Poison Jab is pretty strong when boosted by Sheer Force, and the speed is to beat base 110s under Tailwind.
- I lowkey think regular Medicham is really underrated as a Scarfer, because it still hits relatively hard as well as having a surprise factor to it, as most people will expect scarf Heracross and Mega Medicham. The Psychic STAB helps a lot with stuff like Venusaur, which is annoying to deal with. Ice Punch hits a lot of types, Baton Pass for Momentum, or Bullet Punch if you want the priority.
- Offensive set (thanks paleo) because it's kind of passive and doesn't offer much to the team outside of Twaving and rocks. Offensive catches a lot of people off guard and has an offensive presence.
is standard specs wallbreaker, not much else to say about it.
 


Heracross-Mega @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Pin Missile
- Rock Blast
- Swords Dance

Conkeldurr @ Leftovers
Ability: Guts
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Bulk Up
- Drain Punch
- Knock Off
- Mach Punch

Breloom @ Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Spore
- Superpower
- Stone Edge

Cobalion @ Leftovers
Ability: Justified
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Iron Head
- Taunt
- Thunder Wave
- Stealth Rock

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 0 Atk / 30 Def / 30 SpA / 30 SpD
- Hydro Pump
- Secret Sword
- Icy Wind
- Hidden Power [Flying]

Terrakion @ Salac Berry
Ability: Justified
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Substitute
- Swords Dance
- Close Combat
- Stone Edge


- Mega Heracross: First of the core, standard SD Mega Hera. Works as a threat to weaken psychic teams by outspeeding Gard before mega evolution - for both mons - and OHKO's Slowbro after rocks with a 93.8% chance without it. Close Combat is its best fighting STAB and Rock Blast is to deal with Flying Types and as general coverage to add unresisted coverage barring Doublade.

- Conkeldurr: This set is a unique one brought back from Gen 5. With max HP and SpDef investment, Conk is as bulky as it would be with Assault Vest max HP. Bulk Up allows it to become a win-con, bolster its incredible attack and allow for dual walling capability as well as being able to trouble various types like Ground, Water, etc that can't/don't have a member that reliably takes it on. Drain Punch for recovery, Knock Off as coverage and a way of picking of Psychic Types, and Mach for Priority.

- Breloom: Hehe, another unique set. Adding to the trend of bringing BW back, I decided to add Scarf Breloom. This set allows for a reliable way of getting a Spore off and an easy way to handle Water with Bullet Seed as they have very few counters to it, especially after rocks. SuperPower is its strongest STAB possible to hit neutral pokemon much harder than Force Palm,and Stone Edge for stuff like Zard Y and Volc. Stone Edge is used over Rock Tomb as it is hits switch ins like Toge a bit harder but can be replaced.

- Cobalion: This mon is one of the better rockers that Fighting has to offer. Speed Ties with Galvantula so there is an opportunity to stop Webs with Taunt and the Steel Typing is crucial as Fighting suffers with Fairy a ton. Max HP for longevity. Thunder Wave is used to allow more pathways for Mega Heracross to sweep/do more work as well as to restrict pesky Scarf Toge that is extremely troublesome. For this reason, it should be kept healthy vs Flying to reduce the chance of getting flinched out. Iron Head as general STAB and a move to hit fairies.

- Keldeo: Can never go wrong with Specs Keldeo, but this set might just go wrong. Typical Specs Keldeo is used as a hard hitter to get rid of Physical counters to Mega Hera and Loom and has opportunity to spam the best move in the game, Scald. Contrary to that thought, Scald is not on this set. Reason being is that Latis and Mega Venu have been a nuisance to deal with for this team. Therefore, I added Icy Wind and HP Flying to handle those respectively. After Rocks, Mega Venu should be 2hko'd-unless Max SpDef then a little more prior damage is necessary- and standard Latios + Latias will be 2hko'd by Icy Wind and outspeed after hitting the first one. Secret Sword is essential to hitting Special Walls much harder than any other move it possesses. Finally, there needed to be a water STAB. I chose to go with Hydro as it is the strongest one it has access to and OHKO's a great deal of mons but is very risky to have as your main STAB. It could be replace by Scald/Surf but I opted for power rather than the other two but I really recommend you use one of them.

- Terrakion: Last, but not least, this thing. It would be easy to add Scarf Terrak here as it's a pretty reliable scarfer but I decided to use something "different" and more suited to the BW theme I had with Conk and Loom. Sub Salac SD Terrak is a great way of catching your opponent off guard and I believe it's more justified than Scarf for the last spot on this team. Substitute is used as a way of getting to the Salac Berry more reliably as well as a way of dodging status and utilizing opportunities to set up on weaker mons without risk. Swords Dance allows for it to just sweep teams, especially after Salac, as very few can live 1-2 Stone Edges/Close Combats. Not even Slowbro or Skarm can take 2 Edges after SD. As a result, it acts as a way for surprise sweeps against types like Psychic as +2 STAB OHKO's everything and with the Salac, you can outspeed all common Scarf mons barring Scarf Lati.
 
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Speedy Mega Hera + AV Conk w/ Fire punch over Knock off + SD LO ES lucario + Bulky rocks and wave + Standard specs + Standard Scarf


Heracross-Mega @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Pin Missile
- Rock Blast
- Close Combat

Lucario @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Extreme Speed
- Close Combat
- Iron Tail

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Drain Punch
- Mach Punch
- Fire Punch
- Ice Punch

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Icy Wind
- Secret Sword
- Hydro Pump

Cobalion @ Rocky Helmet
Ability: Justified
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Thunder Wave
- Stealth Rock
- Taunt
- Iron Head

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Iron Head
- Earthquake


Mega Hera: Had to use this mon.Pretty obvious moveset, Evs to outspeed threats, went for speed over bulk because I wanted to make the other mons bulky and keep mega hera offensive.
Conkeldurr: Had to use this mon as well. Made it AV set with fire punch over knock off. Didnt need knock off, as its mega hera is the main psy coverage, and ghost is pretty much non existent. Fire punch because this team is hella weak to steel, and Conkeldurr is known to be SD bait. Conk also kills off skarmory, and offers priority. Also this thing is just a big general help vs special teams like water, grass, electric, etc.
Lucario: Team was hella weak to fairy, considering mega medi cant even be used, so went for the SD set. Offers amazing priority, as well as good typing, and just general power. This team was weak to psyshock from latios so this helps against that.
Cobalion: Chose this over nape as SR setter because wanted a defensive mon to pair with conk. Also wanted a twave user to help the slow mega hera deal with threats better. Also takes psyshock well.
Keldeo: Impossibly to NOT have this on a fighting mono, imo only viable special attackers. Great synergy with terrak.
Terrak: Standard scarf set, helps to deal with flying,bug, and fire. Great synergy with Keldeo.


Normal: I mean you are a fighting team, you should win with the right plays.

Fire: U have Keldeo, scarf Terrak and ES with lucario to deal with fletch.

Fighting: Mirror match is aids no matter what. Gotta make plays in this.

Water: Conk deals with any scald, you have ES lucario to deal with SS, and even mega hera + keldeo. Mega Hera helps deal with stall variants.

Flying: This is a 50/50 matchup depending on plays. But there is the entire team that helps break down flying.

Grass: Conk gotchu with special mons, and ill assume this isnt aids fighting cteam grass. But mega hera deals with venusaur, same with lucario.

Poison: This is one of the harder ones. Mega hera to deal with venusaur, and pree much any switchin to its move. Lucario and Terrak to deal with the annoying monster that is crobat. And Conk to deal with all those sludge bombs.

Electric: Conk helps a ton here, with AV and taking on rotom, mega hera gets a kill almost everytime. Entire team puts in work.

Ground: Mega hera is resistant to ground and deals well in taking out the bulkier mons with SD boost. Keldeo does a lot of work. Conk takes on landorus and garchomp as well.

Psychic: tbh one of the main problems in dealing with psychic is defeating 3 mons. Mew, Slowbro, and Latios: Take 2 out of 3 out and you are solid: Slowbro is a switchin for like 90% of moves, so mega hera comes in and gets a kill almost everytime. Cobal and Lucario are both there to deal with latios. And mega Hera also deals with mew. Also conk scares mew into not using will-o, same with guts hera without evolving.

Rock & Ice: next pls

Bug: scarf terrak and keldeo put in work. Lucario with SD late game also wins. Fire punch on conk too.

Dragon: Conk to deal with special mons. Lucario to deal with lati and dragonite with ES. Terrak in general a great helps. Keldeo with wind.

Ghost: Mega sab now gone, ghost is no longer that much of a threat. Just gotta defeat AA jellicent and gengar. Not that hard anymore tbh.

Dark: Mega sab gone, gotta take out mandibuzz and hoopa. Mega hera.

Steel: fire punch conk deals with almost every mon effectively, bar doublade. Keldeo with conk kills steel.

Fairy: Cobal and Lucario, with scarf terrak iron head.
 
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I gotta say, I'm impressed with the amount of well built teams made, it was very interesting to see other people's takes on the core. My votes are Paleo and Jo'Z
 
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The server crashed (meaning the poll went down) but the last time I checked it, Fairy was in the lead. Also, I forgot to put a deadline for voting, it'll end on the 15th.
 
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