This is probably the most helpful and informative thread I've seen in the OU subforum in a while, so congrats on constantly keeping the thread updated and interesting to read :o
The most noticeable aspect of Cycle 3 would be that Baton Pass is finally put under the radar again and more and more people are now seeing it again as a problem in today's metagame that needs to be addressed immediately. Scolipede is just so consistent with grabbing boosts since it doesn't even have to do anything; it already outspeeds everything by virtue of nature (especially after a protect) so it can literally sit there and spam sub + protect to gain speed boosts and eventually passing them to the appropriate teammate. Because of this, you can't leave anything even remotely passive vs the Scolipede for one turn because the only thing worse than facing a wallbreaker with numerous speed boosts is a wallbreaker with numerous speed boosts behind a sub. The whole nature of baton pass regarding this team just leads to the team being incredibly match up reliant, as usually you will only be able to break this team by leading off with a powerhouse vs the Scolipede (think offensive talonflame, pinsir, kyurem-b, mega metagross) to prevent it passing to anything without taking a huge chunk of damage. Stallish teams in general will have tremendous difficulty preventing Scolipede from passing subs + speed boosts and then usually get destroyed by the wall breaker (usually manaphy or heracross) that now has speed boosts. Even though it may be deemed "match up reliant", it seems to have a beneficial match up vs most types of teams seen on ladder and is pretty simple and straightforward to play with, as illustrated by how 3/7 of the players who qualified this cycle have been using Baton Pass.
A popular core going on right now is the dual defog core consisting of Skarmory + Zapdos and then Dugtrio to complement these two. Skarmory + Zapdos pretty much defog on all the common SR (and spikes!) setters commonly seen in the metagame today, with the exception of Heatran and Support Tyranitar with Fire Blast, both of whom are easily trapped by Dugtrio. This leads you to pretty much always have your side of the field clear from hazards which is beneficial for more defensive minded teams. Another huge thing with the Skarmory + Zapdos core is that you pretty much destroy the popular birdspam team created by Xtra since those two literally wall everything on that team besides Manaphy, which can be taken care of by another teammate such as unaware Clefable, or Mega Venusaur as Ox the Fox used on his variant of the team. I think this core was originated when Tele saw someone on ladder using it and popularized it with his semi stall team displayed on this thread somewhere, but during this cycle both Ox and ABR had good results incorporating it onto their different builds.
As for my own personal laddering experience during this cycle, I've used a bunch of teams on ladder (probably around 7), unsure of which team I liked best and was most comfortable with so I mainly just kept rotating my teams around every 2 or 3 games. I was top #1 or #2 perhaps around 2 times during this cycle but I kept on tilting uncontrollably. It got so bad that I was actually in the 1600's during the day before the deadline. I obviously was getting pretty frustrated so I decided to make a brand new team. I was sick and tired of losing to that BP team going around and even more disgusted with how many of my teams were unable to break more defensive stallish cores, and despised getting pressured to hell and back whenever I would use stall teams of my own. And so I set out to make a team with offensive power being the main focal point; this team needed to be defog/rapid spin free and had to focus on maintaining pressure right from the start. It went pretty well, being able to get me from 1600s to 2000s+ in one day.
I wanted to build around Terrakion! It's unpeccable type coverage + sheer power was appealing to me. Unfortunately, defensive Landorus-T was everywhere and it just so happened to be one if Terrak's best switch ins. Other Pokemon such as Hippowdon, Tangrowth, and Slowbro were also quite popular and switched into it quite well so I wanted to have a way to bait these Pokemon into coming in with Terrakion and then double switch into something that would immediately force a switch or get a straight up kill on these aforementioned switch ins. Choice Specs Kyurem-b does this quite well, especially being able to lure defensive Slowbro in and get a kill right away with Specs Draco Meteor. Scarf Landorus-T and Mega Manectric consist of my speed control with this team and are able to easily generate momentum with u-turn and volt switch, as well as having a splendid matchup vs birdspam teams. Clefable and Azumarill make up the duo fairy core; Clefable is the obligatory SR setter because having Sableye completely cockblocking hazards from me with such an offensive team was a total turn off for me. Max Defense was there to assist with switching into some incredibly hard hitters such as lopunny, medicham, mega heracross, and specs psyshock latios, while flamethrower is there because Mega Scizor is a complete bastard who I do not want to give free turns to setting up or healing and what not. Azumarill is just my typical breaker which teams really pack no switch ins to for some reason; the only thing unusual about my set is ice punch. Ice punch is cool since it ohkoes offensive Venusaur which hasn't mega evolved yet and tries hard switching into you, it also ohkoes defensive rocky helmet landorus-t which a lot of people like switching into Azumarill since Waterfall doesn't OHKO and they can set up rocks. Its your best way to damage the increasingly popular Tangrowth/Amoongus and its run over Superpower on this team since I have specs hp fire Kube to lure Ferrothorn, as well as Mega Manectric and Terrakion.
Happy laddering! n_n
The most noticeable aspect of Cycle 3 would be that Baton Pass is finally put under the radar again and more and more people are now seeing it again as a problem in today's metagame that needs to be addressed immediately. Scolipede is just so consistent with grabbing boosts since it doesn't even have to do anything; it already outspeeds everything by virtue of nature (especially after a protect) so it can literally sit there and spam sub + protect to gain speed boosts and eventually passing them to the appropriate teammate. Because of this, you can't leave anything even remotely passive vs the Scolipede for one turn because the only thing worse than facing a wallbreaker with numerous speed boosts is a wallbreaker with numerous speed boosts behind a sub. The whole nature of baton pass regarding this team just leads to the team being incredibly match up reliant, as usually you will only be able to break this team by leading off with a powerhouse vs the Scolipede (think offensive talonflame, pinsir, kyurem-b, mega metagross) to prevent it passing to anything without taking a huge chunk of damage. Stallish teams in general will have tremendous difficulty preventing Scolipede from passing subs + speed boosts and then usually get destroyed by the wall breaker (usually manaphy or heracross) that now has speed boosts. Even though it may be deemed "match up reliant", it seems to have a beneficial match up vs most types of teams seen on ladder and is pretty simple and straightforward to play with, as illustrated by how 3/7 of the players who qualified this cycle have been using Baton Pass.
A popular core going on right now is the dual defog core consisting of Skarmory + Zapdos and then Dugtrio to complement these two. Skarmory + Zapdos pretty much defog on all the common SR (and spikes!) setters commonly seen in the metagame today, with the exception of Heatran and Support Tyranitar with Fire Blast, both of whom are easily trapped by Dugtrio. This leads you to pretty much always have your side of the field clear from hazards which is beneficial for more defensive minded teams. Another huge thing with the Skarmory + Zapdos core is that you pretty much destroy the popular birdspam team created by Xtra since those two literally wall everything on that team besides Manaphy, which can be taken care of by another teammate such as unaware Clefable, or Mega Venusaur as Ox the Fox used on his variant of the team. I think this core was originated when Tele saw someone on ladder using it and popularized it with his semi stall team displayed on this thread somewhere, but during this cycle both Ox and ABR had good results incorporating it onto their different builds.
As for my own personal laddering experience during this cycle, I've used a bunch of teams on ladder (probably around 7), unsure of which team I liked best and was most comfortable with so I mainly just kept rotating my teams around every 2 or 3 games. I was top #1 or #2 perhaps around 2 times during this cycle but I kept on tilting uncontrollably. It got so bad that I was actually in the 1600's during the day before the deadline. I obviously was getting pretty frustrated so I decided to make a brand new team. I was sick and tired of losing to that BP team going around and even more disgusted with how many of my teams were unable to break more defensive stallish cores, and despised getting pressured to hell and back whenever I would use stall teams of my own. And so I set out to make a team with offensive power being the main focal point; this team needed to be defog/rapid spin free and had to focus on maintaining pressure right from the start. It went pretty well, being able to get me from 1600s to 2000s+ in one day.






Azumarill @ Choice Band
Ability: Huge Power
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Ice Punch
Kyurem-Black @ Choice Specs
Ability: Teravolt
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Ice Beam
- Draco Meteor
- Earth Power
- Hidden Power [Fire]
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 236 Def / 16 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Soft-Boiled
- Moonblast
- Flamethrower
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Superpower
Manectric @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Overheat
Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Quick Attack
- Iron Head
Ability: Huge Power
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Ice Punch
Kyurem-Black @ Choice Specs
Ability: Teravolt
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Ice Beam
- Draco Meteor
- Earth Power
- Hidden Power [Fire]
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 236 Def / 16 SpD / 4 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Soft-Boiled
- Moonblast
- Flamethrower
Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
- U-turn
- Earthquake
- Stone Edge
- Superpower
Manectric @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Overheat
Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Quick Attack
- Iron Head
I wanted to build around Terrakion! It's unpeccable type coverage + sheer power was appealing to me. Unfortunately, defensive Landorus-T was everywhere and it just so happened to be one if Terrak's best switch ins. Other Pokemon such as Hippowdon, Tangrowth, and Slowbro were also quite popular and switched into it quite well so I wanted to have a way to bait these Pokemon into coming in with Terrakion and then double switch into something that would immediately force a switch or get a straight up kill on these aforementioned switch ins. Choice Specs Kyurem-b does this quite well, especially being able to lure defensive Slowbro in and get a kill right away with Specs Draco Meteor. Scarf Landorus-T and Mega Manectric consist of my speed control with this team and are able to easily generate momentum with u-turn and volt switch, as well as having a splendid matchup vs birdspam teams. Clefable and Azumarill make up the duo fairy core; Clefable is the obligatory SR setter because having Sableye completely cockblocking hazards from me with such an offensive team was a total turn off for me. Max Defense was there to assist with switching into some incredibly hard hitters such as lopunny, medicham, mega heracross, and specs psyshock latios, while flamethrower is there because Mega Scizor is a complete bastard who I do not want to give free turns to setting up or healing and what not. Azumarill is just my typical breaker which teams really pack no switch ins to for some reason; the only thing unusual about my set is ice punch. Ice punch is cool since it ohkoes offensive Venusaur which hasn't mega evolved yet and tries hard switching into you, it also ohkoes defensive rocky helmet landorus-t which a lot of people like switching into Azumarill since Waterfall doesn't OHKO and they can set up rocks. Its your best way to damage the increasingly popular Tangrowth/Amoongus and its run over Superpower on this team since I have specs hp fire Kube to lure Ferrothorn, as well as Mega Manectric and Terrakion.
Happy laddering! n_n