Project ORAS PU Teambuilding Competition (See post #362)

Oops, forgot about this

T I E B R E A K

I vote PokemonmasterTj, our winner! Very close race with two good teams, and I believe that's our first tie that needed to be broken.
Your next core is:
+

Another cool core stolen from 2xTheTap in this post, where Rapidash is supported against Aqua Jet users by Cacturne and Cacturne breaks down various fire resists for Rapidash. As usual, I would recommend using the sets given in the post, but feel free to go nuts!
 
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MZ

And now for something completely different
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So I posted a very similar team to both pu open dump and squad dump, but I remembered the core so I pulled it out and fixed some of the sets to what is hopefully a bit better and more updated and not completely fucked by muk. Float+Rap is just a very strong offensive core, then Cacturne does more of the hard breaking since they're just slightly weak vs bulkier teams. Scarf Gabite replaces Scarf Leafeon as a better way to check Muk (which is still a pain for sure), Bouffalant is necessary to annoy bulkier teams and subbing up on defog water types works spookily well, and Solrock does Solrock things except I made it Passho Stone Edge because idk, some day it might annoy a Water-type. Tried it out a bit, still just a generally solid but not amazing offensive build, hf with it if you want.
Floatzel @ Life Orb
Ability: Water Veil
Happiness: 0
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Frustration
- Waterfall
- Aqua Jet
- Ice Beam

Gabite @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Dragon Claw
- Iron Head

Rapidash @ Charcoal
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Drill Run
- Morning Sun

Bouffalant @ Leftovers
Ability: Sap Sipper
EVs: 200 HP / 136 Atk / 48 Def / 124 Spe
Adamant Nature
- Substitute
- Swords Dance
- Return
- Earthquake

Solrock @ Passho Berry
Ability: Levitate
EVs: 252 HP / 224 Def / 32 Spe
Impish Nature
- Stealth Rock
- Morning Sun
- Will-O-Wisp
- Stone Edge

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Dark Pulse
- Giga Drain
- Focus Blast
- Sucker Punch
 


You already know what Rapi+cac do from 2xthetap's post, so I won't reiterate that. But I did go special Cacturne (to deal with switch ins better) & drill run life orb Rapidash to help v Monferno / Golem. CB Muk helps break down problematic Pokemon for Cacturne (Clefairy, Vullaby, Regice, etc) and has good special bulk to handle things like Rotom-F / general electrics in combination with Clefairy. Relicanth gives the team a rocker and a normal / flying resist. Clefairy was placed on the team to handle things like Cacturne, Rotom-F, Regice etc. It also provides speed control with T-wave & general knock off support. Phys def Vibrava rounds the team off by giving the team a monferno / golem check and a defogger.

Team can struggle with things like sub life orb Rotom-f, sub articuno, gabite + some waters such as mixed floatzel as they can overwhelm Cacturne & Clefairy.


Rapidash @ Life Orb
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Drill Run
- Morning Sun

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Sucker Punch
- Focus Blast
- Giga Drain
- Dark Pulse

Muk @ Choice Band
Ability: Sticky Hold
EVs: 248 HP / 252 Atk / 4 Def / 4 SpD
Adamant Nature
- Gunk Shot
- Shadow Sneak
- Fire Punch
- Ice Punch

Relicanth @ Leftovers
Ability: Rock Head
EVs: 248 HP / 248 Def / 12 Spe
Impish Nature
- Stealth Rock
- Head Smash
- Toxic
- Waterfall

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Soft-Boiled
- Moonblast
- Thunder Wave
- Knock Off

Vibrava @ Eviolite
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Earthquake
- U-turn
- Defog
- Roost
 


So I started with the required core of Rapidash and Cacturne and first thing I noticed was that it hates Calm Mind Clefairy as it can set up on both Pokemon. To counter act this I wanted something that could break through Clefairy pretty easily so I added Band Golem as it can't be t-waved and does over 50% to Clefairy so it can't recover it off. Next I added my own Clefairy which blanket checks a lot of the special attackers in the metagame and also has access to Stealth Rock which I needed because Golem was Choice Banded. Clefairy synergises well with Golem as Golem can threaten Steel types or Poison Types like Muk. I still need a good Water resist so Lumineon fit the bill being able to Defog and gain momentum for the Breakers on my team. Originally I had Rotom-Frost in the last slot but that made my team too weak to Monferno so I changed to Rotom-Fan who can also pivot really well and check grass types too with Air Slash.


Rapidash @ Charcoal
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Morning Sun
- Wild Charge
- Drill Run

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Dark Pulse
- Drain Punch
- Seed Bomb
- Sucker Punch

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Thunder Wave
- Stealth Rock

Golem @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Sucker Punch
- Earthquake
- Explosion

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 212 Def / 48 Spe
Bold Nature
- Scald
- Toxic
- Defog
- U-turn

Rotom-Fan @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Trick
- Air Slash
- Thunderbolt
 
HiHi. Sorry for a late post, but looks like you need another team so I made one.



This was a quick build. I took the Rap and Cact sets straight from Tap's post. Scarf Mime, mostly for the healing wish support as the potential wincon, Cacturne :p, gets easily worn down. Defensive back bone with Peli, Chinch, and Maw I know many have used before. Chinchou's electric immunity pairs well Pelipper, same goes for its ground immunity for Chinch and Mawile. Rapidash's immunity to fire pairs well with Maw as it draws many fire attacks from an opponent. Cacturne with the water immunity to round it all out. :)



Rapidash @ Life Orb
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Wild Charge
- Will-O-Wisp
- Flare Blitz
- Morning Sun

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Sucker Punch
- Drain Punch
- Seed Bomb
- Dark Pulse

Mr. Mime @ Choice Scarf
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Healing Wish
- Focus Blast
- Shadow Ball
- Psychic

Pelipper @ Leftovers
Ability: Keen Eye
EVs: 240 HP / 172 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Hurricane
- Defog
- Roost

Chinchou @ Eviolite
Ability: Volt Absorb
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Scald
- Rest
- Sleep Talk

Mawile @ Leftovers
Ability: Intimidate
EVs: 248 HP / 248 Def / 12 Spe
Impish Nature
- Iron Head
- Knock Off
- Baton Pass
- Stealth Rock


EDIT:
 
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Alright, vote! :]

So I posted a very similar team to both pu open dump and squad dump, but I remembered the core so I pulled it out and fixed some of the sets to what is hopefully a bit better and more updated and not completely fucked by muk. Float+Rap is just a very strong offensive core, then Cacturne does more of the hard breaking since they're just slightly weak vs bulkier teams. Scarf Gabite replaces Scarf Leafeon as a better way to check Muk (which is still a pain for sure), Bouffalant is necessary to annoy bulkier teams and subbing up on defog water types works spookily well, and Solrock does Solrock things except I made it Passho Stone Edge because idk, some day it might annoy a Water-type. Tried it out a bit, still just a generally solid but not amazing offensive build, hf with it if you want.
Floatzel @ Life Orb
Ability: Water Veil
Happiness: 0
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Frustration
- Waterfall
- Aqua Jet
- Ice Beam

Gabite @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Dragon Claw
- Iron Head

Rapidash @ Charcoal
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Drill Run
- Morning Sun

Bouffalant @ Leftovers
Ability: Sap Sipper
EVs: 200 HP / 136 Atk / 48 Def / 124 Spe
Adamant Nature
- Substitute
- Swords Dance
- Return
- Earthquake

Solrock @ Passho Berry
Ability: Levitate
EVs: 252 HP / 224 Def / 32 Spe
Impish Nature
- Stealth Rock
- Morning Sun
- Will-O-Wisp
- Stone Edge

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Dark Pulse
- Giga Drain
- Focus Blast
- Sucker Punch


You already know what Rapi+cac do from 2xthetap's post, so I won't reiterate that. But I did go special Cacturne (to deal with switch ins better) & drill run life orb Rapidash to help v Monferno / Golem. CB Muk helps break down problematic Pokemon for Cacturne (Clefairy, Vullaby, Regice, etc) and has good special bulk to handle things like Rotom-F / general electrics in combination with Clefairy. Relicanth gives the team a rocker and a normal / flying resist. Clefairy was placed on the team to handle things like Cacturne, Rotom-F, Regice etc. It also provides speed control with T-wave & general knock off support. Phys def Vibrava rounds the team off by giving the team a monferno / golem check and a defogger.

Team can struggle with things like sub life orb Rotom-f, sub articuno, gabite + some waters such as mixed floatzel as they can overwhelm Cacturne & Clefairy.


Rapidash @ Life Orb
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Wild Charge
- Drill Run
- Morning Sun

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Sucker Punch
- Focus Blast
- Giga Drain
- Dark Pulse

Muk @ Choice Band
Ability: Sticky Hold
EVs: 248 HP / 252 Atk / 4 Def / 4 SpD
Adamant Nature
- Gunk Shot
- Shadow Sneak
- Fire Punch
- Ice Punch

Relicanth @ Leftovers
Ability: Rock Head
EVs: 248 HP / 248 Def / 12 Spe
Impish Nature
- Stealth Rock
- Head Smash
- Toxic
- Waterfall

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
- Soft-Boiled
- Moonblast
- Thunder Wave
- Knock Off

Vibrava @ Eviolite
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Earthquake
- U-turn
- Defog
- Roost


So I started with the required core of Rapidash and Cacturne and first thing I noticed was that it hates Calm Mind Clefairy as it can set up on both Pokemon. To counter act this I wanted something that could break through Clefairy pretty easily so I added Band Golem as it can't be t-waved and does over 50% to Clefairy so it can't recover it off. Next I added my own Clefairy which blanket checks a lot of the special attackers in the metagame and also has access to Stealth Rock which I needed because Golem was Choice Banded. Clefairy synergises well with Golem as Golem can threaten Steel types or Poison Types like Muk. I still need a good Water resist so Lumineon fit the bill being able to Defog and gain momentum for the Breakers on my team. Originally I had Rotom-Frost in the last slot but that made my team too weak to Monferno so I changed to Rotom-Fan who can also pivot really well and check grass types too with Air Slash.


Rapidash @ Charcoal
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Flare Blitz
- Morning Sun
- Wild Charge
- Drill Run

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Dark Pulse
- Drain Punch
- Seed Bomb
- Sucker Punch

Clefairy @ Eviolite
Ability: Magic Guard
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Soft-Boiled
- Thunder Wave
- Stealth Rock

Golem @ Choice Band
Ability: Sturdy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Sucker Punch
- Earthquake
- Explosion

Lumineon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 212 Def / 48 Spe
Bold Nature
- Scald
- Toxic
- Defog
- U-turn

Rotom-Fan @ Choice Scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Trick
- Air Slash
- Thunderbolt
HiHi. Sorry for a late post, but looks like you need another team so I made one.



This was a quick build. I took the Rap and Cact sets straight from Tap's post. Scarf Mime, mostly for the healing wish support as the potential wincon, Cacturne :p, gets easily worn down. Defensive back bone with Peli, Chinch, and Maw I know many have used before. Chinchou's electric immunity pairs well Pelipper, same goes for its ground immunity for Chinch and Mawile. Rapidash's immunity to fire pairs well with Maw as it draws many fire attacks from an opponent. Cacturne with the water immunity to round it all out. :)



Rapidash @ Life Orb
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Wild Charge
- Will-O-Wisp
- Flare Blitz
- Morning Sun

Cacturne @ Life Orb
Ability: Water Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Sucker Punch
- Drain Punch
- Seed Bomb
- Dark Pulse

Mr. Mime @ Choice Scarf
Ability: Soundproof
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Healing Wish
- Focus Blast
- Shadow Ball
- Psychic

Pelipper @ Leftovers
Ability: Keen Eye
EVs: 240 HP / 172 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Hurricane
- Defog
- Roost

Chinchou @ Eviolite
Ability: Volt Absorb
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Volt Switch
- Scald
- Rest
- Sleep Talk

Mawile @ Leftovers
Ability: Intimidate
EVs: 248 HP / 248 Def / 12 Spe
Impish Nature
- Iron Head
- Knock Off
- Baton Pass
- Stealth Rock


EDIT:
I saw that some of the other thread owners used this setup and I wanted to give it a try. One vote this week!
 

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