Resource ORAS OU Sample Team Thread V2 (Read Post #90)

Status
Not open for further replies.

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
ORAS OU SAMPLE TEAM THREAD V2

Original approved by alexwolf | OP taken from namehtmas | Originally hosted by TheEnder | Art by McMeghan
Welcome! The purpose of this thread is to archive successful ORAS OU teams, intended to help new players get acclimated to the metagame and different playstyles. Seeing as how gaining knowledge about teambuilding and the OU metagame in general can be hard and complicated, having a foundation to work from can prove to be very helpful. Here, you can post your own team for archiving for new OU players to use.

GUIDELINES

Anyone is welcome to submit a team they believe to be worthy, as long as you submit a post that contains the following:

  • An importable of your team
  • A brief explanation of each member's role and an overview of how the team works.
We also urge eventual posters to include proof of tournament or ladder success, as well as high level replays which showcases your team. Selecting which teams will be archived will be done by myself and the OU Moderators. Here is an example of what a correct submittion should look like:

Magic (Gardevoir) @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt

Crests of Waves (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]

Shiver (Tyranitar) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 156 Atk / 104 SpA
Brave Nature
- Ice Beam
- Stone Edge
- Pursuit
- Stealth Rock

Such a Rush (Excadrill) @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Rapid Spin
- Rock Slide
- Iron Head

The Scientist (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Protect
- Power Whip
- Gyro Ball

High Speed (Latios) (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA / 30 Spe
- Roost
- Psyshock
- Draco Meteor
- Hidden Power [Fire]
This team is based around Mega Gardevoir, which currently is one of the strongest win-conditions against defensively oriented teams. After the banning of Aegislash and Mawile, it has few to none switch-ins, which grants it the ability to tear apart most teams. Keldeo makes the perfect teammate for Mega Gardevoir, as it's capable of taking on the Steel-types that threaten Gardevoir. It is also great for taking common priority attacks such as Sucker Punch and Aqua Jet, both whom Gardevoir hate. Tyranitar + Excadrill gives the team a way of taking on big threats such as Latios and Latias, as well as a way of revenge killing set-up sweepers like Mega Charizard X and Mega Tyanitar. Ferrothorn acts as the team's main Water-resist and "glue-Pokemon", as it takes on a lot of threats that threathen the other members of the among. Among these are opposing Mega Gardevoir, Azumarill, Mega Gyarados, and opposing Excadrill. Latios is a stample on offense in the current metagame, and is the member that rounds the team off. It gives it a much-needed way of taking on opposing Keldeo, Mega Charizard Y and Lanodrus. In additon to this, it does a great job of cleaning against defensive teams after Gardevoir has done its job.
Old ORAS OU Sample Team Thread


RMT Team Showcase

Happy posting ♪♪
 
Last edited by a moderator:

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
Team Archive

TDK 's & dice 's M-Sableye Balance


Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 148 Def / 108 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Protect
- Power Whip

Hippowdon (M) @ Leftovers
Ability: Sand Force
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Whirlwind
- Earthquake

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Recover
- Defog

Sableye-Mega (F) @ Sablenite
Ability: Prankster
EVs: 248 HP / 164 Def / 96 SpD
Careful Nature
- Will-O-Wisp
- Toxic
- Recover
- Knock Off

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Rest
- Sleep Talk
- Scald

Talonflame (M)
Ability: Gale Wings
EVs: 248 HP / 32 Def / 168 SpD / 60 Spe
Careful Nature
- Will-O-Wisp
- Swords Dance
- Roost
- Acrobatics
"The team was built around the core of Suicune + Sableye, as one of the bigger deterrents to Suicune is Ferrothorn prior to a Scald burn, which gets walled by Sableye and prevents any form of Spikes. The rest of the team creates the best possible synergy, checking things like Charizard X via Hippowdon and Altaria via Talonflame, while also having a backup method of hazard control in Defog Latios, which also helps the team with Keldeo. Some notable weaks of this team are Power-Up Punch Mega Lopunny, HP Fire Manaphy, LO Hoopa, and Keldeo + Tyranitar. None are autoloss matchups, but all are extremely troublesome for this team to handle." - TDK's interpretation.
boudouche 's M-Lopunny Hyper Offense

Lopunny @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Fake Out
- Frustration
- High Jump Kick
- Ice Punch

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 164 Def / 96 Spe
Lax Nature
- Earthquake
- Dragon Tail
- Fire Blast
- Stealth Rock

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Pain Split

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

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Iron Tail
The idea of the team was supporting Mega-Lopunny, which pressures offensive teams so hard that it doesn't really need any other offense breaker, with a good stall/balance breaker. Gengar was the first idea coming to my mind, it gets the ability to switch into Hippowdon while pressuring any non-ScarfTtar balanced team so much when SR are up (Tornadus-T checks it once then it dies). With Pain Split, Gengar is fantastic against Stall. If Chansey doesn't pack T-Wave, it is a very big threat for any stall team (reminder: Gothitelle can't trap it). Pretty hard for me to avoid the use of RHChomper, it is so good against Mega-Scizor, Bisharp, Mega-Metagross and Talonflame. Thundurus is the emergency button for some threats like Mega-Charizard X for example, but it also puts a lot of pressure against waters and teams that only have Hippowdon to check Bisharp + Mega-Lopunny + Thundurus. Bisharp and Azumarill are both slow but have a priority move and check some annoying threats. Major issue of the team is the fact that it relies on Azumarill to check Keldeo, which means I'm risking a burn and I can easily get pressured by the pony, especially if scarfed. Some combos with Scarf Tyranitar are really annoying. For example, I struggle really hard to beat Mega-Venusaur if my Gengar gets trapped. Iron Tail on Azumarill is for Clefable but you can use Superpower or Knock Off. You can also try Power-Up Punch on Mega-Lopunny, Ice Punch was mostly the chosen move to get rid of Landorus-T and Chomp which are both very present on the ladder.
GeeMick 's M-Scizor Balance

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 24 Atk / 184 SpD / 52 Spe
Careful Nature
- Will-O-Wisp
- Brave Bird
- Taunt
- Roost

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 248 HP / 4 Atk / 84 Def / 164 SpD / 8 Spe
Careful Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Roost

Starmie @ Leftovers
Ability: Natural Cure
EVs: 236 HP / 20 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Toxic
- Recover
- Rapid Spin

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 192 Def / 56 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Slack Off

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk / 13 Spe
- Calm Mind
- Moonblast
- Thunder Wave
- Soft-Boiled
Pretty standard fat balance which relies on handling as many threats as possible, when it comes to balance breakers Keldeo is handled by Starmie, CharY and Serp by Talon, Kyube by Clef/Zor, a lot of physical attackers such as Bisharp, Lopunny by Hippowdon, Gross by Zor, and so on and son, you get the jist of it, nothing new really.
I'd say a good balance should try and pack as many synergetic wincons as possible, in this one wisp talon helps wearing down chompers for sciz, toxic mie is necessary for beating cm bro and will help clef break through it.
Threatening mons would be genies like 3 attacks lo thund, offensive tornt, and ho teams with sd landt / chomp and 5 threats in the back are really threatening, but the priority you have in the back definitely helps getting back momentum, and a clear-cut wincon that's alreay pretty good on it's own against ho allows you to not just get pressured until you die to the pressure.
Something worth noting is that this gets 6-0ed by the standard ladder stall and had trouble getting past sheddy stall; so it's preferable not to ladder with this team.
Definitely not claiming this is the best balance team or the best MZor balance, but it's a really solid build that holds it's own in most matchups and has been consistent over the last 6 months or so, while going through modifications to keep up with the metagame changes.
TDK 's M-Gardevoir Offense


Gardevoir-Mega (F) @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Hyper Voice
- Psyshock
- Focus Blast

Garchomp (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Ice Punch
- U-turn
- Healing Wish

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 24 HP / 252 Atk / 232 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Stone Edge
- Earthquake

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psychic
- Hidden Power [Fire]
- Recover

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Icy Wind
- Scald
Pending
TDK 's M-Venusaur Sand Offense


Excadrill (M) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Earthquake
- Iron Head
- Rapid Spin

Tyranitar (M) @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 88 Atk / 92 Def / 80 SpD
Brave Nature
- Stealth Rock
- Stone Edge
- Fire Blast
- Pursuit

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

Latios @ Life Orb
Ability: Levitate
EVs: 32 HP / 224 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Draco Meteor
- Psyshock
- Recover

Skarmory (F) @ Leftovers
Ability: Sturdy
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Spikes
- Taunt
- Roost
- Whirlwind

Venusaur-Mega (M) @ Venusaurite
Ability: Chlorophyll
EVs: 240 HP / 248 SpA / 20 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis
Nedor 's M-Latias Balance


Raikou @ Leftovers
Ability: Pressure
EVs: 112 HP / 144 SpA / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Brave Bird
- Swords Dance
- Roost
- Taunt

Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Stealth Rock
- Stone Edge
- Slack Off
- Earthquake

Mega-Latias @ Latiasite
Ability: Levitate
EVs: 248 HP / 68 Def / 192 Spe
Timid Nature
- Roost
- Ice Beam
- Defog
- Thunderbolt

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Thunder Wave
- Moonblast
- Soft-Boiled
Nedor 's M-Pinsir Offense

LAST PRAYERS (Pinsir-Mega) @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Close Combat
- Swords Dance
- Feint

RESOLUTION (Magnezone) @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Volt Switch
- Flash Cannon
- Hidden Power [Fire]

MIRAGE (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish

ASPIRATION (Landorus-Therian) @ Lum Berry
Ability: Intimidate
EVs: 252 Atk / 252 Spe / 4 Def
Adamant Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Stone Edge

TRAGEDY (Azumarill) @ Choice Band
Ability: Huge Power
EVs: 160 HP / 252 Atk / 96 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off

DEPARTURES (Garchomp) @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Dragon Claw
- Stone Edge
BlazeLatias 's M-Gyarados Offense

Garry Springer (Gyarados-Mega) @ Gyaradosite
Ability: Intimidate
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Substitute
- Waterfall

Bruce Leaf (Breloom) @ Fist Plate
Ability: Technician
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Spore
- Swords Dance

PokeaimMD (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Recover
- Psyshock
- Draco Meteor

Adelachi (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 30 SpA
- Iron Head
- U-turn
- Ice Punch
- Healing Wish

Snoop Chomp (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 152 Def / 104 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Stealth Rock
- Fire Blast

Kim Talondashian (Talonflame)
Ability: Gale Wings
EVs: 216 HP / 252 Atk / 40 Spe
Adamant Nature
- Acrobatics
- Swords Dance
- Will-O-Wisp
- Roost
bludz 's M-Charizard X Offense


Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Spore
- Mach Punch
- Bullet Seed
- Rock Tomb

Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost

Starmie @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP
- Hydro Pump
- Psychic
- Ice Beam
- Rapid Spin

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Spikes
- Flash Cannon
- Fairy Lock

Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

Lucario @ Life Orb
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Close Combat
- Iron Tail
- Extreme Speed
Team I built for builder's shop a while back turned out pretty fun. Used it for like final 2/3s for reqs on the most recent suspect test.

Anyway basic breakdown I guess Zard is the primary sweeper while Breloom is supplemental in threat coverage taking on things like Sand and Lopunny while pressuring things that check Zard. Starmie for hazard removal and Klefki as the main speed control outside of priority (also Weav switchin) since the team isn't the fastest. Lando added for rocker ground switchin etc with an offensive set cuz the team isn't really about being passive and everything that it checks has some other type of check on the team. Lucario in the last slot to supplement the speed problems with powerful priority as well as another check to dark types and Talonflame. Most of the time the goal is to either sweep with Zard X or clean up with priority after spamming hazards. Bit weak to electrics before Zard evolves and Talonflame is something you have to be careful for, BU Wisp probably the biggest threat. Not a perfect squad but I've found it to be pretty effective
ABR 's & High Impulse 's M-Lopunny Sand


Lopunny (F) @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fake Out
- Quick Attack
- Return
- High Jump Kick

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Tyranitar (M) @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Ice Beam
- Pursuit

Excadrill (M) @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Iron Head
- Rapid Spin

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Taunt
- Hurricane
- Knock Off
- U-turn

Amoonguss (M) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Clear Smog
- Hidden Power [Fire]
- Spore
So this team started out with the idea of using adamant QA lop (s/o Leftiez), due to its ability to nail many kills like a 2hko on clef or physdef skarm on stall, and threaten offense way more with dual prio vs something like mzam. Realizing that amoong is a potential stop on stall, and that many flying types and sand exca threaten lop, rotom was a very nice pivot to add. After toying around with many synergy options, the sand core ttar + exca turned out to be optimal. Those two cover the hazard game, and wear down the same mons lop struggles with. Ice beam was chosen over fblast on ttar to hit lando/chomp as they are imo more threatening and prevalent than scizor. With sd on drill and adamant lop, scizor isnt coming in much and theres always rotom and hpfire amoong. Chople is used on ttar to better beat zardy, gengar, alakazam, and LO tornt. SD balloon is used on drill to better wear down the common grounds that wall QA lop. Now I really needed a strong wallbreaker, especially one that could deal with grasses like venu easily, so LO torn was perfect. This set in particular helps wear down skarm, rotom, and the like very well. Lastly, the team was still very weak to diancie, keldeo, breloom, azu, and gyarados. Amoong is an absolutely perfect wall and pivot to synergize with the rest of the team.
Bluwing 's Char-Y Sand

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stone Edge
- Pursuit
- Ice Beam
- Stealth Rock

Manaphy @ Leftovers
Ability: Hydration
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Rest
- Rain Dance

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Soft-Boiled
- Thunder Wave

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Earthquake
- Rock Slide
- Rapid Spin

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Spore
- Focus Punch
- Bullet Seed
- Mach Punch

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Focus Blast
- Solar Beam
- Roost

Hugo's M-Slowbro Bulky Offense


Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Quick Attack
- Stone Edge
- Close Combat
- Iron Head

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Outrage
- Fire Fang

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Stealth Rock
- Toxic
- Lava Plume
- Earth Power

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 164 Def / 92 SpD
Relaxed Nature
IVs: 0 Spe
- Thunder Wave
- Moonblast
- Soft-Boiled
- Calm Mind

Thundurus @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot

Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 80 Def / 176 SpD
Bold Nature
IVs: 0 Atk
- Slack Off
- Calm Mind
- Psyshock
- Scald
Pending
bludz M-Diancie Offense


Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Protect
- Moonblast
- Diamond Storm
- Hidden Power [Fire]

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Spore
- Bullet Seed
- Mach Punch
- Focus Punch

Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 176 HP / 136 Atk / 196 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Swords Dance
- Stone Edge

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

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

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Hurricane
- Heat Wave
- Taunt
- Superpower
This is a team I made for the builders shop not too long ago and it's honestly been my favorite for the last little while. Getting a bit tired of it now but I think it's a fairly solid HO build in the current meta - it lacks switch-ins to stuff but has counterplay to most things. Original core was Diancie + Breloom, HP Fire Diancie for typical annoying steels and Adamant LO Breloom for max power on priority, with wallbreaking capabilities in Focus Punch. Lando-T provides a check to common physical attackers and Stealth Rocker. Offensive spread with SD to help break down physical blobs for my priority users and Yache Berry to lure electrics. Bisharp provides more powerful priority and completes the Fairy + Dark/Steel core with Diancie to round out Latios switchins. Went with SD over Pursuit for sweeping purposes plus most Psychics are fairly pressured by the team already. Scarf Keld to give team a better dark check and another revenge killer, adds good coverage to the team as well. Icy Wind is for DDers primarily so you dont just get swept by +1 Dragonite or Altaria. LO Torn-T rounds off the squad with the ability to perform very strongly against many balance and stall builds while still threatening offense with its fantastic speed tier. Fire/Fighting coverage may seem redundant, but is crucial in breaking down cores like Skarmory + Ttar. Weak to Mega Zor (dont let offensive get to +2) and Keldeo is the Scald switchin so keep those in mind in terms of gameplan
 
Last edited:

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
Hello.

As you can see I have added 5 teams to the archives to start us off. I've been meaning to try and get a hold of more but there's a lot lol and haven't found the people I wanted to talk to yet as well to confirm if they want to drop some of their work they've been using. I'm starting off fresh as the meta has changed and most of the other teams are somewhat outdated. A little justification as to why each was added.

fleggumfl's M-Medicham Hyper Offense team is a good foundation and solid showing of utilizing M-Medicham + Bisharp + Klefki, a powerful offensive core in the metagame defining M-Medicham Hyper Offensive builds. Flegg if you see this and want to put a description by all means put it here and I'll add it.

cosine180's M-Diancie Sash Offense is a pretty common sight now a days, granted there are different variations you will see being utilized such as Tankchomp > Sash Chomp. The premise of the team and the build itself is a very commonplace thing and is a good start for anyone who is trying to get accustomed to a more offensive approach to playing the game.

ABR's stall team defines the defensive playstyle aspect associated with a lot of high ladder play and is the foundation for most M-Sableye + Goth stall teams, normally this team or with variations that include Shedinja stall as well.

FlamingVictini's Rain Offense I've seen here and there and I thought it showcased a well built rain team in todays meta, utilizing U-Turn M-Scizor as a focal point for ease of getting team-mates in to apply offensive pressure. Flaming if you want a different description provide it here. I just used what I was given.

njnp's Hoopa-U Volt-Turn team I added in because it displays one of the few teams that is well built in helping Hoopa-U succeed through the use of Volt-Turn.

So with that said feel free to post some teams. I'm looking for basic foundations to help new comers use this as a resource or anyone trying to get into OU to understand the meta a little better. Creative sets are ok but please no gimmicks are way out there stuff, that's not the point of this thread. I would prefer if you had some relatively good experiences with the team through the use of either solid replays and or records in high ladder as well as tournament settings. I will be providing a link to the old sample team thread for those who are interested in checking out or grabbing old builds. For now that's all I have to say.

For the builders that have a "need explanation" under their team you're free to provide one when you see this. I've taken the liberty to hyperlink your RMT since those descriptions may also suffice as well.

Enjoy and happy posting.
 

p2

Banned deucer.
o god why abr stall

ill edit in a description later and by later i mean i can do that in the next 10-15 minutes

"This HO team is pretty simple, based around one of the strongest offensive cores in the meta right now being Mega Medicham + Bisharp + Klefki. Bisharp deters Defog which lets itself and Medicham capitalize on wearing mons down and breaking them with their very powerful moves. A lot of the tier is really pressed to switch into either of these mons and it insanely difficult to handle the both of them when your mons take a ton of damage from coming in with Spikes and Rocks up. Garchomp provides a necessary role for Offense in weakening a bunch of contact attackers such as Mega Metagross and Mega Lopunny as they are capable of shredding this team when they're out of priority range. Manaphy acts as a Stallbreaker and coupled with Pursuit support, is really annoying for GothStall teams because switching in to Manaphy is super risky and just allows Mana to break everything. Rain Dance has really nice offensive synergy with my team, weakening Fire-type move for Bisharp and Klefki and providing 100% accuracy Hurricanes for Torn-T which is really nice as Torn-T under rain is the scariest thing ever. Torn-T doesn't have a specific role on the team really, it just stuck from very early stages of the team but it hits so hard and it provides a Ground immunity too, so I can't complain. Anyway, this team is very lacking in switch-ins, and the biggest threats to it are Mega Charizard Y, Mega Diancie, Electrics, Keldeo, and Mega Altaria | Mega Gyarados with Magnet support. It's worked to success on the ladder, reaching #15 on the ladder right before it reset"

is this fine enough?
 
Last edited:

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
Also an fyi as far as what goes in archives I'll be asking various people such as viability ranking council guys as one example. It won't be my decision alone.
 

Karxrida

Death to the Undying Savage
is a Community Contributor Alumnus
AM you should add that VoltTurn team from awhile back. ;) In all seriousness, a couple Bulky Offensive, standard Balance, and standard Sand squads would be good for new players to play around with.

Hope this thread doesn't die like the last one (hint: sticky it).
 

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
AM you should add that VoltTurn team from awhile back. ;) In all seriousness, a couple Bulky Offensive, standard Balance, and standard Sand squads would be good for new players to play around with.

Hope this thread doesn't die like the last one (hint: sticky it).
Lol that team is so old outdated to hell.

Yeah Ill be looking into some bulky offense, balance, and sand granted sand is everywhere and haven't seen anything overly unique in that regards.

Edit: Also special thanks to McMeghan for providing some cool art.

Edit 2: I also added Team Showcase link since those are technically sample teams to use.
 
Last edited:
Awesome thread AM!
Just a small request; for not creating a wall of text in the OP, could you "hide" the team describtions as you've already done with the sets? This would help it being easier searching for a favorable team while not having to look at wall of text.
Sry for one-liner, but I really see no other problem here! :]

Oh, and I almost forgot.
PLEASE!
 

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
Awesome thread AM!
Just a small request; for not creating a wall of text in the OP, could you "hide" the team describtions as you've already done with the sets? This would help it being easier searching for a favorable team while not having to look at wall of text.
Sry for one-liner, but I really see no other problem here! :]

Oh, and I almost forgot.
PLEASE!
K
 
Well... there's your basic Sab team:

Starm and Talonflame are both interchangeable with SDef Tentacruel or Moltres respectively. This kind of build's a bit dated and has lost some effectiveness - in particular you're really weak to LO Torn-T and Hippo can be pressured pretty easily by all the physical wallbreakers in this meta - but it's still solid and has seen lots of SPL / tour usage. AM if you want to include it you could just use Tele's RMT (http://www.smogon.com/forums/threads/hazard-control.3529389/), but Unaware Clef needs more SDef in this meta and Starmie should honestly either have Reflect > R.Type or just be a Tentacruel. Alternatively I could do writeup and importable if you want.

Branflakes' Shedinja build might be worthy of inclusion, and we definitely need some version of basic sand offense. Tar / Exca / Zard-X / Tangrowth / Mana / Torn is the most effective I've seen, but I don't use sand often so it's probably better to get another opinion.
 

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
Well... there's your basic Sab team:

Starm and Talonflame are both interchangeable with SDef Tentacruel or Moltres respectively. This kind of build's a bit dated and has lost some effectiveness - in particular you're really weak to LO Torn-T and Hippo can be pressured pretty easily by all the physical wallbreakers in this meta - but it's still solid and has seen lots of SPL / tour usage. AM if you want to include it you could just use Tele's RMT (http://www.smogon.com/forums/threads/hazard-control.3529389/), but Unaware Clef needs more SDef in this meta and Starmie should honestly either have Reflect > R.Type or just be a Tentacruel. Alternatively I could do writeup and importable if you want.

Branflakes' Shedinja build might be worthy of inclusion, and we definitely need some version of basic sand offense. Tar / Exca / Zard-X / Tangrowth / Mana / Torn is the most effective I've seen, but I don't use sand often so it's probably better to get another opinion.
a write up sounds fine but not sure what to really call it (honus did that build way before tele) so might just call it m-sab semi stall give credit go both. Ill ask some people though before i consider it for archives to clarify some things later. So a write up can be put on hold.
 
Sand Offence

Serperior @ Lum Berry
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Rock]
- Taunt

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

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Nasty Plot

Azumarill @ Choice Band
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Iron Head
- Earthquake
- Swords Dance

So this is a really solid team which I feel is a good representation of Sand Offence in the current meta. There is nothing particularly special or creative here and no gimmicks, just a really strong and solid demonstration of a typical and current sand team. The team strategy is based around overwhelming the opponent with multiple fast and hard-hitting wallbreakers and set-up sweepers, while Tyranitar supports the team with Stealth Rock, 8 turns of sand, and pursuit support. Ice beam allows him to net some surprise 2HKOs on Lando-T and Garchomp while he takes EQs like a champ. SD Sand Rush Excadrill is a ridiculous sweeper and pairs extremely well with CharX, reliably removing hazards, applying huge offensive presence and with an air balloon gets plenty of switch-in opportunities. Charizard X is probably the best 'mon in OU right now and is stupidly hard to check if you let it get to +1, especially once Heatran is removed courtesy of Exca or Azu. Serperior also partners fantastically well with CharX, taking out the bulky grounds and waters such as Quagsire and Hippowdon and can so quickly and easily spiral out of control, so many teams are unprepared for this thing right now. Lum Berry and Taunt help the matchup vs stall and HP rock helps vs CharY which is probably the biggest threat to a sand team. Thundurus provides prankster T-wave support to effectively neuter opposing set-up or scarf mons and with nasty plot can be a fearsome wincon on its own. Finally CB Azu is a powerful early-game wallbreaker to soften up teams and pave the way for a sweep, also acts as a decent revenge killer and late game cleaner with aqua jet.

Hope this is ok! I'm working on replays, tbh I think I'm a better builder than battler but I'll edit some in if I can get some decent ones, not now though as I've run out of time after doing this. If anyone else wants to get some that's cool :]
 
Last edited:

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
Ok so far I went ahead and added Tele 's M-Sableye balanced and TDK 's & dice 's m-sableye balanced team as well.

Tele's team is like one of the foundations of basic balance / semi-stall which works in capable hands and has a good foundation. Before someone asks, cause this was a thing I was asking amongst people I verify stuff, I didn't put the build as honus' because Honus used Magic Guard Clef along with a team catered much more towards the Lando meta. The Magic Guard Clef part is important because the Unaware variant that Tele has stops the team from being totally dismantled from the likes of set up sweepers such as Manaphy. This teams foundation hasn't really changed much and still works relatively well for the sake of basic laddering and playing. Tele their were a lot of comments on your RMT, like the Power Whip comment for Ferrothorn but I went ahead and just changed the hippo spread to the one Agent Gibbs suggested. If you read this and if you're interested you can let me know any changes you've made that makes team better in your eyes that you've used as well as a more formal description.

I added TDK and dice's m-sableye team as well. I've seen it used in some smogon tour play and it's simply effective. Their isn't a whole lot to say other than it puts a more offensive approach to the M-Sableye balance archetypes you'll see. A big FYI, that build is TDK's interpretation and I believe dice uses a couple of different things from what TDK told me. So dice if you read this and if you want I can put down your own interpretation as well. I was told you both built it so I went ahead and included you both.

Enjoy and keep them coming.
 

Halcyon.

@Choice Specs
is a Community Contributor Alumnusis a Contributor Alumnus

I actually have this team saved as ".standard" on my teambuilder because it's pretty much as standard Zard X balance as you can get. Zard X and Sub Toxic Rachi are cool as shit, especially when paired with Azu, since Rachi lures in and cripples both grounds for Zard and Ferro for Azu. Torn-T for speed and its ability to stallbreak as well as a Heatran lure. Latios defogs and checks Keld, while Hippo check Bisharp, Talon, and Manectric. This is the safe version of the team. If you want a more offensive version, try SD Bisharp>Rachi, HW Latias over Latios, Eplate Lando-T>Hippo, and BD azu.


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

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 72 Atk / 184 SpA / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- Knock Off
- Taunt

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Recover
- Defog

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 78 Atk / 72 SpD / 108 Spe
Adamant Nature
- Iron Head
- Fire Punch
- Substitute
- Toxic

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Claw
- Flare Blitz
- Dragon Dance
- Roost

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Slack Off
 

MrAldo

Hey
is a Social Media Contributoris a Community Contributoris a Tiering Contributoris a Contributor to Smogonis a Dedicated Tournament Hostis a Site Content Manager Alumnusis a Forum Moderator Alumnus
Hello

Just wanted to say that checking through teams, I absolutely dislike how the plan of getting rid of electric on FlamingVictini rain team is using offensive sash chomp which is pretty easy to break through pressure the player to keep that intact and apply offensive pressure which in practice it doesnt always goes the way once wants. With that in mind I feel mamoswine over garchomp is something to try on that team.

Solid electric check for a rain team to have, provides rocks, scare pretty much the same stuff garchomp does and it is a mamoswine!

LO stealth rock + 3 attacks is some nice set that can work for that team. I know this isnt a RMT or anything but I HAD to do it.
 
Hello

Just wanted to say that checking through teams, I absolutely dislike how the plan of getting rid of electric on FlamingVictini rain team is using offensive sash chomp which is pretty easy to break through pressure the player to keep that intact and apply offensive pressure which in practice it doesnt always goes the way once wants. With that in mind I feel mamoswine over garchomp is something to try on that team.

Solid electric check for a rain team to have, provides rocks, scare pretty much the same stuff garchomp does and it is a mamoswine!

LO stealth rock + 3 attacks is some nice set that can work for that team. I know this isnt a RMT or anything but I HAD to do it.
Just backing this up, I've used that team a little bit in the past and I didn't feel like it was optimal. Skarm and bulky Waters like Rotom-W and Manaphy were way too difficult to threaten, Thunder Wave Ferrothorn almost hard counters the team, and there's just no answer to Electrics besides hoping that SashChomp lures them and then, failing that, forcing them out with a Swift Swimmer and hoping you can win before the Electric takes you apart. Being completely reliant on Torn to pressure stall is also painful sometimes.

I'm not going to claim to be an expert on Rain, and obviously FV's had some good results with his team, but I feel like it should at least be reviewed.
 
  • Like
Reactions: AM
Balanced

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Psychic
- Rapid Spin

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

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 152 Def / 104 SpD
Calm Nature
- Calm Mind
- Moonblast
- Soft-Boiled
- Thunder Wave

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 24 HP / 252 SpA / 8 SpD / 224 Spe
Modest Nature
- Stealth Rocks
- Earth Power
- Fire Blast
- Flash Cannon

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- U-turn
- Stone Edge
- Superpower
So this is listed in my teambuilder as just 'Balance' and its a fun team to play around with and has a lot of safety nets for less experienced players. Very much an XYesque team which uses a pretty standard defensive backbone of Venusaur+Heatran+Clefable with offensive mons Weavile, Starmie and Scarf Lando-T. Basic premise is simple, weaken the opponent with pressure from Hazards, Venusaur and Clefable to the point where weavile or Landorus can clean. It has some issues against stall but with careful playing you can still do pretty well and against offensive and balanced teams you can simply play it safe and do relatively well. The sets are also free to vary (give SR to clefable and use ancientpower on heatran of youre paranoid about talonflame or use Low Kick on weavile if you really hate TTar/Ferrothorn. Also Hawlucha can be used over Lando-T if you really feel like it though its definitely not as easy to use.
 

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
Ive had multiple groups of peers had concern with the rain team in particular and Ill be making a final verdict later along with a general post of some expectations when i get home.
 

FlamingVictini

FV - msg on discord FlamingVictini#3784
is a Top Tiering Contributorwon the 16th Official Smogon Tournamentis a Three-Time Past WCoP Champion
Hello

Just wanted to say that checking through teams, I absolutely dislike how the plan of getting rid of electric on FlamingVictini rain team is using offensive sash chomp which is pretty easy to break through pressure the player to keep that intact and apply offensive pressure which in practice it doesnt always goes the way once wants. With that in mind I feel mamoswine over garchomp is something to try on that team.

Solid electric check for a rain team to have, provides rocks, scare pretty much the same stuff garchomp does and it is a mamoswine!

LO stealth rock + 3 attacks is some nice set that can work for that team. I know this isnt a RMT or anything but I HAD to do it.
Seems like a good idea, i will try it. I don't actually use sash chomp to get rid of elecs, i use my rain sweepers to :p. Mamo would make that less prediction based though so i'll give that a shot.

Edit: Ok seems like a lot of people are complaining about the rain team. I guess its just me because i've never struggled with the mons people are mentioning. I think most people have a different ideology of how a good rain team should work than I, but i'll try to re-evaluate the team and improve upon it if possible. They might also be playing it differently than I, because i never use sashchomp to try to lure electrics. I can't even ohko manec after intimidate or thundurus so I don't see how its luring much anyway. :O
 
Last edited:
It´s really nice to see a revival of this thread.

But I feel like there are still some type of teams that have been very successful but are not represented in the OP yet. I don´t build teams myself,so I´ll simply suggest teams that I´ve seen work well in either tournament- or ladderplay.

Fat balance Teams without Mega-Sableye have been a pretty dominant force in the metagame and especially in the WcoP for a while as well.I´m thinking about Mega-Venu Fire-Water-Gras builds or zard-y-tyranitar-keldeo teams and even about teams that rely on bulky Calmminders like Clefable,Reunicles or Suicune.These types of teams have slighly lost in viability with the newly introduced Hoopa-U and the increase of TG Manaphy but can still work properly.There are so many diffrent teams of this type so i don´t really know which one to choose.It would be nice to hear your guys thoughts about it. Examples for this kind of team are:
http://replay.pokemonshowdown.com/smogtours-ou-80111 stathakis uses a Zard-y balance build in WcoP finals (if i remember correctly something similar to it was originally built by bloo)
http://replay.pokemonshowdown.com/smogtours-ou-74023 ender uses a FWG-core combined with dual magicguard users in the quarterfinals of WcoP


There is also another Hyper-/ Standard Offense team that I feel deserves a spot somewhere in this thread. It´s the Mega Altaria + Magnezone team made by cbb. It is pretty straight forward and still very effective in this metagame even though it has some flaws.It destroys teams that rely on steels that get easily trapped by Magnezone to check Mega Altaria such as Ferrothorn or Scizor without Superpower. Mega Altaria is a very potent Mega even though it recently dropped to A+ in viability rankings and this team showcases what Altaria does best. I know this team has seen tournament play too but i couldn´t remeber any replays so i´ll just link blunder´s live with thatt team in a version wth a non-scarfed Jirachi.

Just some suggestions.Would be interseting to hear the thoughts of the original builders as well.
 

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
It´s really nice to see a revival of this thread.

But I feel like there are still some type of teams that have been very successful but are not represented in the OP yet. I don´t build teams myself,so I´ll simply suggest teams that I´ve seen work well in either tournament- or ladderplay.

Fat balance Teams without Mega-Sableye have been a pretty dominant force in the metagame and especially in the WcoP for a while as well.I´m thinking about Mega-Venu Fire-Water-Gras builds or zard-y-tyranitar-keldeo teams and even about teams that rely on bulky Calmminders like Clefable,Reunicles or Suicune.These types of teams have slighly lost in viability with the newly introduced Hoopa-U and the increase of TG Manaphy but can still work properly.There are so many diffrent teams of this type so i don´t really know which one to choose.It would be nice to hear your guys thoughts about it. Examples for this kind of team are:
http://replay.pokemonshowdown.com/smogtours-ou-80111 stathakis uses a Zard-y balance build in WcoP finals (if i remember correctly something similar to it was originally built by bloo)
http://replay.pokemonshowdown.com/smogtours-ou-74023 ender uses a FWG-core combined with dual magicguard users in the quarterfinals of WcoP


There is also another Hyper-/ Standard Offense team that I feel deserves a spot somewhere in this thread. It´s the Mega Altaria + Magnezone team made by cbb. It is pretty straight forward and still very effective in this metagame even though it has some flaws.It destroys teams that rely on steels that get easily trapped by Magnezone to check Mega Altaria such as Ferrothorn or Scizor without Superpower. Mega Altaria is a very potent Mega even though it recently dropped to A+ in viability rankings and this team showcases what Altaria does best. I know this team has seen tournament play too but i couldn´t remeber any replays so i´ll just link blunder´s live with thatt team in a version wth a non-scarfed Jirachi.

Just some suggestions.Would be interseting to hear the thoughts of the original builders as well.
That first one looks like a TDK team, I'll see what I can do.

Second one is probably the Enders I'll see if I can catch him.

The M-Alt / Mag one is a CBB one so yes good catch I'll ask him or someone to grab a hold of that.

I'm open for people to show teams like this and if anything I'll put in the extra work to retrieve them if possible.
 

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
Alrighty then so got an update.

I added boudouche 's M-Lopunny Offense with his permission into the archives. He'll provide me a description later. Long story short he qualified for OLT playoffs with it along with maintaining consistency on the higher end of ladders / games. After some discussion with said various groups of peers I also removed FV's Rain Team from the archive for the time being. I'm looking forward to adding CBB's MAlt/Mag team, it's more or less been approved by some people I talked with so we'll see how that goes. This sort of prefaces the next portion of this comment.

Teams being removed from archive is a very likely possibility. Unlike the last archive it would sort of keep the old teams there but these got outdated. The outdated part isn't what's important here as far as what I'm about to say. What is important is that site staff in particular most tier leaders will be using sample team threads across the forum to compile a team dex of sample teams. As such teams that aren't well received by a number of players I speak with may be subject to be removed. Mcmeghan has stated this thread is "tight as fuck breh" and I plan on keeping it that way n_n.

I also want to say that a team not being put in the archives should be taken with a grain of salt. There's no offense intended but as the last point mentioned these teams will be the starting point for sample teams used on the team dex in the future. As such consistency and representation of that style of play is important. It's clearly subject to debate based on its success and the look of the team itself in terms of what is effectively being used, but it's best to keep that in mind here.

This isn't to deter others from providing teams here though. I enjoy seeing teams put here and I'm sure others do as well so feel free to post your stuff as this thread is more or less a depository to provide users some new teams and foundations to use.

That's really it for now so thanks and keep em coming.
 


Garchomp @ Garchompite
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Naughty Nature
- Dragon Claw
- Fire Blast
- Earthquake
- Swords Dance

Starmie @ Leftovers
Ability: Natural Cure
EVs: 240 HP / 44 Def / 224 Spe
Timid Nature
- Scald
- Thunderbolt
- Recover
- Rapid Spin

Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Power Whip
- Gyro Ball
- Leech Seed

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Bulk Up
- Will-O-Wisp
- Brave Bird
- Roost

Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 184 Def / 72 SpD
Impish Nature
- Stealth Rock
- Toxic/Stone Edge
- Slack Off
- Earthquake

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


This is my take on a basic Mega Garchomp sand build, it has been pretty consistent in the games that I've used it in, and has some fun stuff like BU/WoW Talonflame to beat Mega Sableye stall, Thunderbolt on Starmie to check BD Azumarril and Gyarados a bit better, and Chople Ferrothorn to provide me a better Mega Gardevoir check, it has some problems against stuff like Mega Medicham and Weavile, but for the most part you can play around it. Starmie/Ferrothorn/Hippowdon/Talonflame is a very nice core for most balanced teams and this team exploits the presence of hazards on the field by having Bisharp to punish Defog. This team doesn't rely on Mega Garchomp, but if Sand Stream is active, Mega Garchomp can run train on most slower, more defensive builds.
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top