Monotype Teambuilding Competition Week #6: Dragalge + Beedrill

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

Gyarados @ Lum Berry
Ability: Intimidate
EVs: 80 HP / 228 Atk / 4 SpD / 196 Spe
Jolly Nature
- Dragon Dance
- Waterfall / Crunch
- Bounce
- Taunt

Omastar @ Focus Sash
Ability: Weak Armor
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Stealth Rock
- Spikes
- Toxic Spikes
- Ancient Power

Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Psyshock
- Rapid Spin
- Dazzling Gleam / Hidden Power Fire

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

Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Waterfall
- Power-Up Punch / Ice Punch
- Rain Dance
This was a pretty cool core to build around, I took it a step further and made a full-throttle Hyper Offensive Water Team! Crawdaunt acts as the team's Physical Wallbreaker, with its partner in crime Gyarados acting as a boosting sweeper and my win con vs Grass. I put Omastar on for Hazards Stack, which can be quite useful to limit switches on the opponent's side, and put in some residual damage. He also acts as my teams only check to Mega Charizard Y. Starmie was added primarily for Hazard Control, so I don't need to rely on Defog and whipe away all of the hazards Omastar set. Next I added Keldeo to have some power against Normal especially, and act as an Anti Lead, Stallbreaker, and general prevent-Defog mon. The last slot I was debating on for a while, I didn't want to use Mega Gyarados because it'd be too repetitious, so the 1 I ended up deciding on was Mega Swampert. I chose him because I had nothing for Electric, and I could use something to outpace common scarfers. It's a little strange to see him on a non SS Team, but I feel he does his role well enough to benefit the team.
 
Alright this team is pretty darn nonstandard and features a lot of fun mons and sets that work pretty well together.

Semiroom Double Red Shrimps featuring Set Up Spam

Alright when I first was building around these two Pokemon I found that most of their weaknesses were found in their mediocre Speed, as well as electric-type weakness and FERROTHORN. I decided to use a fun RestoChesto DD Regular Gyarados paired with a standard Swords Dance Crawdaunt. I added a standard Specs Keldeo after that, to grant a solid Ferrothorn check, as well as a check to other bothersome Pokemon including Empoleon and Doublade. Mega Swampert was added in next because I lacked entry hazards, and I thought "why not add a cool mega that can bounce off hits". Originally, I had added Manaphy as a Venusaur check, but it was so mediocre in alot of matchups.

I found myself with two spots left and this is where things got tricky. I decided to toy around with some fun sets, and stumbled upon Slowking. While it's generally outclassed by its counterpart, Slowbro, Slowking has a better niche offensively, and this spawned the idea of working around a semi-room format, seeing as half my team was already dreadfully slow. I edited the spread on my Crawdaunt, putting its Speed EVs into HP, which would allow it to take a bit more hits and work better under Trick Room if it was up. Finally, I was stuck between using either Starmie or Azumarill. Starmie held merit as a fast Venusaur check with access to entry hazard removal, and Azumarill added another fearsome attacker. At first I tried to use Sap Sipper Azumarill, but once I learned I couldn't use Whirlpool + Perish Song with it I scrapped it entirely. Starmie was just bleh on the team as Slowking could take on its job under Trick Room.

Finally, I was able to find an underrated, but really good threat in Scald + Extrasensory Crocune. What this set achieves, is luring Venusaur, and offering a solid wincon against bulkier teams that can take on Crawdaunt and Gyarados. From there, the team was set and stone, with pretty solid success.

Gyarados @ Chesto Berry
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rest
- Dragon Dance
- Bounce
- Waterfall

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Aqua Jet
- Crabhammer
- Knock Off

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

Swampert-Mega @ Swampertite
Ability: Damp
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Roar
- Waterfall
- Earthquake

slow down (Slowking) @ Life Orb
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Psyshock
- Fire Blast
- Scald

yo fuck venusaur (Suicune) @ Leftovers / Chesto Berry
Ability: Pressure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Extrasensory
- Scald / Ice Beam
- Calm Mind
- Rest
 
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First off, this is just the first idea that came to me when building the team which I found can be very fun to use. Let's see what I have in store for this round of Teambuilding!

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

Gyarados @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Substitute
- Waterfall
- Bounce

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Stealth Rock
- Scald
- Earthquake
- Rest

Vaporeon @ Weakness Policy
Ability: Water Absorb
EVs: 204 HP / 152 Def / 152 SpD
Bold Nature
- Acid Armor
- Baton Pass
- Scald
- Heal Bell

Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Crunch
- Waterfall
- Ice Fang

Keldeo @ Choice Scarf
Ability: Justified
Timid Nature
- Secret Sword
- Scald
- Hydro Pump
- Hidden Power [Ice]
Some of you might be thinking "Wow what is Ticken thinking" or "That is a great idea". I love making teams like those. Anyways let's move onto the explanation for why I made it this way.


The Core
1.
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- This Lobster Shrimp thing is an extremely hard hitter even if it is "It's not very effective..." because of its Base 120 attack alongside it's Adaptability. (Just explaining even though I expected all of you to know this already) The only down side to this thing is the speed in which is has because most things out speed it and it just goes down for its really low base Sp. Defense and its HP stat does not help either. Crawdaunt is mainly to be a wall breaker as it can help with threats such as Ferrothorn, Chansey, Skarmory, etc...


2.
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- Known for bringing the offense, Gyarados is no stranger to sweeping teams. This is a classic Gen 5 moveset in which it sets up with or without a Substitute and leaves a dent in the opposing team. Bounce is stab and is also a 2 turn move so you can get a free 7% back from the leftovers. Gyarados is not the mega of the team for a variety of different reasons: Same typing as Crawdaunt; not as useful against Grass, Fighting, etc...; loses its Intimidate ability; and does not regain any health from leftovers since it has to carry the Gyaradosite.

The Core's Teammates
3.
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- This was an easy 3rd choice for the core. Swampert provides rocks that are Crucial in almost every battle along with helping against Electric attacks. Scald is there for burns since we all know "It is not hax if Scald burns but it is hax if Scald does not burn". Earthquake is there for those who are more specially bulky or if I got a burn with Scald and I wish to do more damage. Now you may all think "Why Rest over something like Roar?" and my answer is Stun or Dece1t. All jokes aside, Dece1t just killed my team with a Toxic Defog Zapdos in which I lost for not having the crucial Rocks like previously stated. Rest provided me a way to check Zapdos and a few other Electric pokemon like Mega Manectric or even some Poison pokemon.


4.
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- *Known as the Star* This is where people may dislike or love my team because I am using Weakness Policy Baton Pass Vaporeon. This set can take a 252 SpA Life Orb Thundurus' T-Bolt after SR and then Baton Pass if it was needed. Baton Passing the +2 attack to Mega Sharpedo can help tremendously against most types especially against Psychic if you can somehow get it to work or even helps sweeps Electric if rocks are up and Thundurus is gone. If you need a special sweeper, just Baton Pass to Keldeo and all is fine and dandy :)


5.
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- Man this thing is strong. With Vaporeon's help, this thing can sweep basically any type as long as most of the priority users are gone. What else is there to say really? We all know why Protect is on there so no need for an explanation. Waterfall and Crunch are both there for STAB (although you can replace Waterfall with Hydro Pump; just change the nature if you do) which were also obvious. I was debating over Poison Jab or Ice Fang for the 4th move but decided Ice Fang because I hate Dragons more than Fairies.


6.
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- This is just an add in because I had room and did not really find any other fast sweeper since I did not want to use Starmie again. This is scarf because if you pass the WP to this, it is like a Scarf and a +1 Specs Keldeo is on the field which will hurt a ton. This thing helps against Normal, Ice, Steel, etc... Even if you do not get a pass to it.


Replays (Undetermined how many will be posted)
http://replay.pokemonshowdown.com/monotype-350367173 - Vs. Water (Gyarados' Rage)
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Keldeo-Resolute @ Life Orb
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Icy Wind
- Secret Sword
- Taunt

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Crabhammer
- Aqua Jet

Gyarados @ Leftovers
Ability: Intimidate
EVs: 88 HP / 220 Atk / 4 Def / 196 Spe
Jolly Nature
- Dragon Dance
- Bounce
- Waterfall
- Substitute

Swampert @ Leftovers
Ability: Torrent
EVs: 248 HP / 148 Def / 112 SpD
Impish Nature
- Stealth Rock
- Roar
- Yawn
- Earthquake

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Timid Nature
- Scald
- Rapid Spin
- Acid Spray
- Toxic Spikes

Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 224 Atk / 32 SpA / 252 Spe
Naughty Nature
- Protect
- Crunch
- Hydro Pump
- Ice Fang
As one would imagine, with this core, a more offensive team would fit it pretty well but I decided to follow a more balanced way.
I went for the standart SD crawdaunt so it can break and weaken walls, allowing one of its teammates clean late-game (Gyarados and Mega Sharpedo). Gyarados makes a nice synergy with the team due to it's flying typing, giving resistances to fighting, bug and a valuable immunity to ground. This pokemon after two dragon dances can eat teams alive and with its resistances and decent bulk, it's not hard to find the opportunity. Swampert provides two valuable things to the team, stealth rocks and the electric immunity. It stops volt switch users fool around the team and with the combination of roar and yawn you can phaze and prevent the removal of rocks.
I needed a hazard removal, I first thought of starmie but after some time thinking, I decided to go for tentacruel because it sets up toxic spikes (the residual damage is very useful because walls can be broken with more ease) and it also acts as a check to very troublesome pokemon for the team, such as clefable and mega venusaur.
Keldeo offers the team a much needed stallbreaker. With taunt it can prevent the recovery of opposing walls, status and most notably, defog. It also helps with several matchups like normal, ice, dark, and steel. Lastly, mega sharpedo acts as a late game cleaner, mixed is used over physical to lure some walls that think they can safely wall sharpedo and force it out like skarmory or even avalugg.

 
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Politoed @ Eject Button
Ability: Drizzle
EVs: 248 HP / 116 Def / 144 SpD
Calm Nature
- Scald
- Protect
- Toxic
- Encore

Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 252 Spe
Adamant Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Superpower

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 152 Def / 8 SpD / 100 Spe
Bold Nature
- Rapid Spin
- Acid Spray
- Confuse Ray
- Scald

Gyarados @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Bounce
- Earthquake

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]
- Icy Wind

Swampert-Mega @ Swampertite
Ability: Swift Swim
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Stealth Rock
- Waterfall
- Earthquake
- Ice Punch

Aight so I'll start off by saying that the team at a glance probably doesn't look all too creative at all and I'll admit that it isn't one of the better teams I've built but, some of the sets are semi unorthodox when u look at what some of the mons would normally run which was what I tried to focus on more rather than using mons that are low on the VR.

Ironically enough, we start of with your obligatory rain setter in politoad. Pretty simple really, it sets up rain, abuses eject button to get my wall breakers in early or mid game, and can encore bulky set up sweepers that can sweep the team. Protect is actually pretty useful to scout choice items (kyu b, gardevoir, victini etc.) since the team isn't extremely reliant on rain.

I've never really liked crawdaunt as a set up sweeper because of how dick slow it is and that it has some pretty horrendous defenses. That being said, I threw a choice band on it to lessen the amount of chip damage it can take throughout a battle which doesn't really compliment its defenses all too well. this things damage output is just outright dumb with a choice band and can be an effective mon when played well. However, on a team where I have no form of momentum, it's pretty difficult to use. I'm constantly risking double switches and even when u do get it in, It's such a massive momentum sink after it does what it does. It lets in so many threats to a water team with its poor defensive typing. Overall an extremely deadly mon on paper and defo fun to use but it can be underwhelming in game and noticeably outclassed by azumarill.

Tentacruel is here to control hazards and make me think I can check venusaur. acid spray can wear down venu and confuse ray limits its ability to try and heal and C ray is just annoying for any wall to deal with in general. It lets me play aggressively as it kind of acts as a momentum grabber in the sense that I can confuse a wall and then send in something that can take on the wall. Not my favorite form of momentum, but ill take what I can get.

I tend to just run DD 3 attacks gyara on all my water teams because I like having eq on it and I don't like wasting HP with sub. 252 Jolly helps me outspeed base 80 scarfers and overall there is nothing too special about the set. The team was looking pretty slow as a whole so scarf keldeo made all the sense in the world to run. It's a pretty big threat under rain and is just a much needed revenge killer for the team. I needed an Elec immunity and something to abuse SS along with a rocker so mega pert fit all of that criteria. I'm running some bulk on it to help it take some priority better and max speed isn't all that necessary if I'm running adamant to begin with.

Notes: Like I said, it isn't one of my better teams and I did OK while testing it but it is a lot of fun for sure. If you can play crawdaunt well than the team should merit some decent success but it definitely isn't an easy team to use. One misplay and ur up shit creek without a paddle. Craw is a really cool mon and effective but in battle, it definitely proves why it isn't as good as it may seem.

good stuff.
 
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Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Superpower
- Knock Off
- Aqua Jet
- Crabhammer

Gyarados @ Leftovers
Ability: Intimidate
EVs: 88 HP / 192 Atk / 196 Spe
Adamant Nature
- Dragon Dance
- Bounce
- Waterfall
- Substitute

Swampert @ Rindo Berry
Ability: Damp
EVs: 240 HP / 16 Atk / 252 Def
Relaxed Nature
- Stealth Rock
- Earthquake
- Scald
- Mirror Coat

Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 184 HP / 252 SpA / 72 Spe
Modest Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Aurasphere
- Ice Beam

Lanturn @ Leftovers
Ability: Volt Absorb
EVs: 40 HP / 156 Def / 204 SpD / 108 Spe
Calm Nature
IVs: 0 Atk
- Scald
- Volt Switch
- Heal Bell
- Toxic

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
- Scald
- Toxic Spikes
- Knock Off
- Haze
Explanations :

I never built a water team before but I'll try. This is a solid Balanced/Semi-Stall UU mono water.

The core Crawdaunt + Gyarados is pretty offensive. I run Crawdaunt Choice Band, it's a great wallbreaker, and the bulky Dragon Dance for Gyarados.

Swampert is here for SR setup, check some offenvises threats and first eletric immunity. Mirror Coat is very useful again special sweepers like Keldeo or M-Gardevoir.

I bring M-Blastoise for hazards removal and it's also my special sweeper.

Lanturn is very useful for my team, he can heal team's status thanks to Heal Bell and he brings a second electric immunity to the team.

Finally, Tentacruel is the hazer/spikers of my team, Toxic-Spikes is important, it helps to stall the opposing team. Also, he can check/counter many special sweepers.

Replays : (I'll add more soon)
1. http://replay.pokemonshowdown.com/monotype-350553920 .VS Alliance - Rabz's Psychic (Crawdaunt Band great rk/cleaner)
2.
http://replay.pokemonshowdown.com/monotype-350567848 .VS Sanjayy's Dragon (Monstrous Gyarados)
 
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Team Breakdown:

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Gyarados @ Leftovers
Ability: Intimidate
EVs: 188 HP / 4 Atk / 252 SpD / 64 Spe
Careful Nature
- Rest
- Thunder Wave
- Waterfall
- Taunt

Gyrados: Underrated sp def set, this can wall grass moves very well, and with some speed investment can taunt hazard setting pokemon

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

Crawdaunt: standard set, physical sweeper, with bulk and set up ability can sweep through teams

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Swampert @ Rocky Helmet
Ability: Torrent
EVs: 248 HP / 4 Atk / 252 Def / 4 SpA
Relaxed Nature
- Scald
- Roar
- Stealth Rock
- Earthquake

Swampert: The physical wall of this team, and great serviceable electric immunity. Decent bulk and nice mix with scald and eq.

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Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 76 HP / 224 SpA / 180 SpD / 28 Spe
Timid Nature
- Sludge Bomb
- Mirror Coat
- Protect
- Scald

Tentacruel: I love this set, as it has underrated speed and sp def bulk. Mirror coat throws a lot of people off and I can better scout if pokemon have grass knot or the like by hitting protect.

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Keldeo @ Leftovers
Ability: Justified
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Substitute
- Calm Mind
- Scald
- Secret Sword

Keldeo: Standard set I have seen on many fighting teams. It is also a great wall breaker vs the likes of chansey, porygon, mega sabeleye and the like.

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Starmie @ Choice Scarf
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Psyshock
- Ice Beam
- Scald

Starmie: based this set off of an excadrill set I saw in OU with three attacking moves and rapid spin. With Starmies great speed (actually faster than keldeo) and good sp attack this pokemon serves as a reliable special attack scarf

Gyarados @ Leftovers
Ability: Intimidate
EVs: 188 HP / 4 Atk / 252 SpD / 64 Spe
Careful Nature
- Rest
- Thunder Wave
- Waterfall
- Taunt

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

Swampert @ Rocky Helmet
Ability: Torrent
EVs: 248 HP / 4 Atk / 252 Def / 4 SpA
Relaxed Nature
- Scald
- Roar
- Stealth Rock
- Earthquake

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 76 HP / 224 SpA / 180 SpD / 28 Spe
Timid Nature
- Sludge Bomb
- Mirror Coat
- Protect
- Scald

Keldeo @ Leftovers
Ability: Justified
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- Substitute
- Calm Mind
- Scald
- Secret Sword

Starmie @ Choice Scarf
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Rapid Spin
- Psyshock
- Ice Beam
- Scald
 
Hazard Stacking team
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Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Aqua Jet
- Knock Off
- Crabhammer
- Swords Dance

Gyarados @ Leftovers
Ability: Intimidate
EVs: 88 HP / 208 Atk / 4 Def / 208 Spe
Jolly Nature
- Dragon Dance
- Bounce
- Waterfall
- Substitute

Swampert @ Leftovers
Ability: Torrent
EVs: 252 HP / 4 Atk / 252 Def
Relaxed Nature
- Stealth Rock
- Scald
- Earthquake
- Roar

Tentacruel @ Black Sludge
Ability: Liquid Ooze
Calm Nature
- Rapid Spin
- Scald
- Toxic Spikes
- Acid Spray

Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Waterfall
- Protect
- Ice Fang

Keldeo-Resolute@ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Icy Wind
- Secret Sword
- Scald
- Hydro Pump
Omg,there are tons of great teams before me.Not sure I can get a single vote:)Whatever,a pretty fun core to work with.Decided to use SD crawdaunt so that I can spam Aqua jets more easily and is my teams main wincon. Standard defensive gyarados set,nothing else to say.It also gives me the teams Grass wincon.Added swampert as an electric check and hazard setter.It's also a nice phazer in combination of rocks and is also my physical wall.Needed a spinner to bring in gyarados safely so I slapped on tentacruel.With it's access to Toxic Spikes, I finally got the idea to make this a hazard Stacking team.The team lacked a mega,so I threw sharpedo(Don't ask me why).It also gives me some speed and helps against offense.Then I added keldeo as my teams scarfer and revenge killer.Also,if there are any big mistakes in the team,just PM me,not here.It would be a big insult,and this actually my 1st water team.
 
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Hey everybody! The voting round will now begin :) (if it was not clear, click "Team" by each username to view the respective team.)

Voting rules:
1. You may NOT vote for yourself however it is encouraged to vote for others to keep this as a fun competition!
2. You MUST vote for 2 teams (maximum)!
I got 9 total teams so I'll end the building for this week. Here are the list of teams:

Dece1t Team
Twix Team
Ticktick Team
Zukushiku Team
Wanka Team
MiyoKa Team
Offline_Dating Team
Phantom Me Team
6TI Team

updated HoF as a side note

You may now vote!
Voting Deadline: 4/6
 
Crawdaunt + Gyarados Voting Results:
Congrats Ticken! You have earned yourself in the hall of fame, again! Nice job building! For everyone else that competed, amazing job as well, keep going at it! Ticktick needs to be nerfed. :(
Now, onto the next week's theme!
This week's teambuilding will be based off of...
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Krookodile and...
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Hydreigon
Simple, really. Krook = phys attack aka walled by physical walls, dreigon = special attacker.

Teambuilding deadline: 4/14
Voting deadline: 4/17

Happy building!
 
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This looked like fun



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Krookodile @ Black Glasses/Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Knock Off
- Earthquake
- Taunt

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 164 Atk / 92 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Gunk Shot
- Hyperspace Hole
- Energy Ball

Hydreigon @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Draco Meteor
- Superpower
- Roost
- Dark Pulse

Sableye @ Leftovers
Ability: Prankster
EVs: 248 HP / 200 Def / 60 SpD
Bold Nature
- Taunt
- Will-O-Wisp
- Recover
- Knock Off

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

Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Crunch
- Hydro Pump
- Ice Fang
- Protect
Seeing the two core mons of Krookodile and Hydreigon led me straight to Hyper Offense, with lead Krook. Focus sash is for living hits obviously, like being able to knock off Heracross scarfs, while black glasses is just for power with knock off. I guess you can also run soft sand here, doesn't really matter. Life orb Hydreigon is the powerhouse of the team, with superpower so it can dent the likes of Empoleon and other steel mons, as well as OHKOing Tyranitar. Next, I added choice scarf Hoopa, because I noticed my team was pretty slow, and Hoopa is the best scarfer on dark. I only cared about having enough special attack to OHKO Keldeo, and the rest is dumped into attack. I wanted some sort of defensive backbone, since HO dark is terribly frail, so I added a wall Sableye. Having a setup sweeper is always nice on offense, so I then added an SD Bisharp. Finally the team had no mega so I tossed on Sharpedo. Hydro Pump is used to 2hko Skarmory.
 

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My Team


Hydreigon @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- U-turn
- Draco Meteor
- Flamethrower

Krookodile @ Focus Sash
Ability: Intimidate
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Taunt
- Stealth Rock
- Knock Off
- Earthquake

Sharpedo @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
- Protect
- Hydro Pump
- Ice Fang
- Waterfall

Sableye @ Sablenite
Ability: Keen Eye
EVs: 248 HP / 8 Atk / 248 Def / 4 SpD
Careful Nature
- Will-O-Wisp
- Knock Off
- Recover
- Foul Play

Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Crunch
- Stone Edge
- Superpower
- Earthquake

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 12 HP / 252 SpA / 244 Spe
Mild Nature
- Giga Drain
- Focus Blast
- Spikes
- Sucker Punch

When making this team, I purposely tried not to use all of the generic most used such as mandibuzz/bisharp/hoopah (but do you see my mega sabeleye tho!)

Krok is meant to lead with, with enough speed and power to do damage. This team needed a scarfer, and hydreigon really helps. Cacturn is underrated imo, and helped this team with water especially. If I can hazard stack in the beginning I will then try to pivot around with hydreigon etc.. Tyranitar serves as main SP DEF wall, and Sabeleye as DEF wall. As paleo had mentioned, Sharpedo's hydro pump greatly helps versus mons such as Skarmony.

A major threat to this team is Keldeo but if I pivot well enough with cacturn and sabelye I can Manage

Here are Replays Below:

http://replay.pokemonshowdown.com/monotype-356172232
http://replay.pokemonshowdown.com/monotype-356279906
 
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Krookodile @ Focus Sash
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Knock Off
- Stealth Rock
- Taunt

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

Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Stone Edge
- Crunch
- Ice Punch

Hydreigon @ Life Orb
Ability: Levitate
EVs: 44 Atk / 212 SpA / 252 Spe
Mild Nature
- Draco Meteor
- Dark Pulse
- Superpower
- Tailwind

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 248 HP / 120 Def / 140 SpD
Careful Nature
- Foul Play
- Will-O-Wisp
- Toxic / Metal Burst
- Recover

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 96 Atk / 160 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Hyperspace Hole
- Gunk Shot
- Energy Ball

This was a core I've actually used before for during a Core Challenge, so I whipped out my old team, and did some minor edits here and there. Krookodile acts as the team's lead, with a nice niche that it can prevent Hazard setup by the opposing side (dependent on whether its faster or not). Hydreigon I took the route of making a mixed wallbreaker, solely because I noticed I lacked fighting coverage (and the Normal Core/some Special Walls can easily wall me). Npw Tailwind is a pretty cool tool, as for 4 turns it doubles the speed of everyone on the team (making the likes of Crawdaunt, Hydrei, and an unboosted Mega TTar that much more dangerous) (not to mention, it can Tailwind right on a Keldeo switchin). As for the rest of the team, Crawdaunt is a very potent and powerful Physical Wallbreaker, thanks to Life Orb and STABdaptability. I chose him over Bisharp because I saw the team having trouble vs Ground (something that tends to be more common vs Fairy), however, if you feel like its a necessity, you can always swap it out for Bisharp. Mega TTar acts as my boosting sweeper, and I opted for the Dragon Dance set. It makes the dark team look unsuspectingly generic (minus Bisharp), so you can easily unexpectedly set up against a Plethora of mons. Mega Sableye may seem like an odd choice, given my mega is already TTar, but, it does have some advantages. With a Mega Stone, it takes reduced Knock Off damage (so in all honesty might as well), and if TTar does go out before I'm able to use it, Sableye is still in the back. Here I decided to use a dual-status set to threaten a much wider range of mons, however, Metal Burst is also an option to get a revenge kill on anything threatening to the team. Lastly I added Hoopa since generally I was lacking speed w/o Tailwind being set up or TTar being boosted, plus he is my sole check to Fighting aside from the immunity Sableye provides.

...when's someone gonna do Scarf Krookodile? :o
 
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