Project OU Teambuilding Competition V8 (Round 24: Building: Post #721 Page 29: Mega Latias + Togekiss)

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AM

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Ok I'm giving a half hour more then

Edit: Last call building round ends 35 minutes or so from now so edit or post teams now.
 
Built with my fren GeeMick


quoting GeeMick for the explanation as he summed it up quite well:

"What is so particular about this core is the fact that mamoswine and slowking take the ground and water slots respectively which are so important in bulky offense, while not checking the things these slots usually do (i.e azu for darks/sciz, chomp for lop/bunch of physical attackers, etc.), however slowking handling lopunny + gross + diancie + clef with the correct spread is absoutely stunning, and all this while being a strong wincon just like cm bro is. now, after having gotten destroyed a couple times by opposing bulky offense builds on the ladder (mana / ttar / kyube type of builds), we (Arch and I) decided that a faster-paced team that applies more pressure would be much more optimal. so we changed what used to be a m-zor to a metagross, with bp to still keep weavile in check. double status tran is an awesome set that allows it to check non-taunt talon, bisharp, any non-jolly mzor and weaken scarftar's crunch so that slowking doesn't have to worry about that. there still was, however, quite a huge weakness to drill at that point. even though landot is offensive, drill's adamant orb iron head only has a very small chance to 2hko it with sr, and salac lando is quite a godlike wincon (sub is used in conjunction with salac here over rock polish to be able to wear down a statused rotom through subbing, as well as subbing for free on fat chomper dragon tails, and taking advantage of a lot of things overall. mamoswine is packing superpower so that ferro can't switch into both slowking and mamo throughout the match. scarfed kyube is another water resist, and unlike slowking is a pretty strong cleaner that allows to play games more offensively. this squad is a pretty good bulky offense build, which arch peaked 9th on the ladder with while testing. the amount of win conditions and pressure applied by the huge firepower of it try and helps mitigate any weaknesses it might have."

Other options include running Thundurus over KB and a more specially defensive Heatran with a downside being it getting owned by Bisharp. The Thund option is nice since it still provides a form of speed control / manaphy check, though it does make the team more weak to electrics and waters. Also, Freeze Dry Mamo is a solid alternative over SP to break Rotom-W.

Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 172 Def / 76 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Scald
- Slack Off

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Ice Shard
- Superpower
- Earthquake
- Icicle Crash

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 60 SpD / 200 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Will-O-Wisp
- Stealth Rock

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Punch
- Hammer Arm
- Zen Headbutt
- Meteor Mash

Landorus-Therian @ Salac Berry
Ability: Intimidate
EVs: 44 HP / 232 Atk / 232 Spe
Jolly Nature
- Substitute
- Swords Dance
- Earthquake
- Stone Edge

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Fusion Bolt
- Outrage
- Dragon Claw
- Ice Beam

 
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AM

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Round 11 voting begins now! Thanks for the submissions and once again finding the will to build around nice shitty cores hahahahaa.
Team 1

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 224 Atk / 32 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Stealth Rock
- Ice Shard
- Freeze-Dry
- Earthquake

Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 92 Def / 136 SpA / 32 SpD
Calm Nature
IVs: 0 Atk
- Future Sight
- Scald
- Dragon Tail
- Fire Blast

Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Crunch
- Superpower

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP /228 SpD / 32 Spe
Careful Nature
- Brave Bird
- Roost
- Bulk Up
- Taunt

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

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Iron Head
- Whirlwind
I know, I know, I'm still testing Excadrill over Skarmory...

Looking at this core, I couldn't see anything other than an offensive team working. I always wanted to try Future Sight Slowking, but never had the opportunity, so here we go. Psyshock is a very solid option, but subcm keld is seen much less now, and I like the pressure that Future Sight gives. Added Talonflame to take care of Serperior and other Grass types, since Mamoswine doesn't switch in well on it, and I needed a very good check to this thing. edit: had sd talon but a bit too stall weak... Breloom was next to round off coverage. SD LO is the only real set worth using, sash is just weak...it's an option, I guess. Added Mega Tyranitar, as this was pretty weak to Talonflame, Gengar, etc, and provides a nice win-con with good offensive synergy with Breloom. I added Skarmory as a defensive backbone to fall back on, as well as defog support + ground immunity, but I think Excadrill would work better, especially in conjunction with Mega Tyranitar, still testing-!

*edit surprisingly i dont like excadrill...
Team 2


This was really fucking hard to build around ngl. My first initial thought was that similar of yuruu with running lure Mamoswine to lure in bulky waters for an SD Tflame, which synergizes really well with the core, resisting Grass and being amazing vs Offense with its Swords Dance SpD set. I opted for a CM Slowbro because it helps beat down Rotom and also sorta lures in other electric types such as NP Thundy or M-Mane which can be potentially lethal to a Talonflame sweep and beats them down too, making it way easier to sweep in the end with SD Tflame. I felt balance was more optimal with this core, as did Nedor, so we subsequently added it as a steel type and a great way to grab momentum as well as clear hazards even though im not a particular fan of Defog Zor itself. Rotom-Wash was added to check the many a flying types such as Tornadus-Therian, Talonflame, as well to check Sand Offense quite effectively. Serp was added as a nice wincon to back up the team and provides a way to break down CM Cune, CM Manaphy without clicking X and it also lures Heatran to clear the way for SD Tflame. Overall I really enjoy this team and I hope you do too, enjoy n-n.

what a shame (Mamoswine) @ Life Orb
Ability: Thick Fat
EVs: 224 Atk / 32 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Stealth Rock
- Ice Shard
- Freeze-Dry
- Earthquake

close the door (Slowking) @ Leftovers
Ability: Regenerator
EVs: 248 HP / 92 Def / 136 SpA / 32 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Slack Off
- Calm Mind
- Psyshock

sense of poise (Talonflame) (M)
Ability: Gale Wings
EVs: 248 HP / 112 Atk / 112 SpD / 36 Spe
Careful Nature
- Will-O-Wisp
- Acrobatics
- Roost
- Swords Dance

pour champagne (Scizor) (M) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 96 Def / 164 SpD
Impish Nature
- U-turn
- Defog
- Bullet Punch
- Roost

well imagine (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 252 HP / 168 Def / 88 Spe
Bold Nature
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split

i write sins (Serperior) @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Ground]
- Taunt
- Dragon Pulse

Team 3


Slowking's greatest strength is undoubtedly how it blanket checks many threats to balance, including and not limited to Metagross, Manaphy, Keldeo, and as such it fits best in a balance team. Pairing it with Mamoswine not only means its Electric weakness is answered, it also deals with many of Mamoswine's weakness, allowing Slowking to switch into many faster special attackers who force Mamoswine out. A classic VenuTran core has great type synergy with Slowking, and is added to deal with the likes of Scizor, Serperior and Fairies, which can threaten both Mamoswine and Slowking. Venusaur serves as a secondary Electric check, considering Mamoswine lacks longevity, and serves as a Knock Off sponge for Slowking. Heatran on the other hand, checks Talonflame, absorbs WoW, provides SR, as well as luring the likes of Hippowdon in and dropping Toxic on them. Heatran also benefits from having Future Sight support from Slowking, since fighting types like Keldeo would otherwise really like to switch into it. Clefable serves as a Kyurem-B check, which is known for breaking VenuTran + bulky Water cores. It also serving as a secondary status and Knock Off sponge on top of providing paralysis support for the rest of the team, as well as serving as a win-con late game. For balance in general, Spikes stacking can be fatal, hence a defogger is added despite a lack of any major SR weaknesses. Skarmory is chosen in that regard over Latios mainly because it can defog in the face of Garchomp, Hippowdon, Landorus-T etc without taking too much damage from Dragon Tail/Toxic/U-turn, hence having greater longevity; also checks physical attackers like Pinsir to an extent.
Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Scald
- Future Sight
- Fire Blast
- Dragon Tail

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 244 Atk / 12 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Shard
- Earthquake
- Icicle Spear
- Freeze-Dry

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 4 SpD / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
- Lava Plume
- Toxic
- Taunt
- Stealth Rock

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

Skarmory @ Leftovers/Shed Shell
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog
- Brave Bird
- Whirlwind
Team 4


HO-kay, so, first thing's first, what we got ourselves here is a standard sash Mamo. I settled on this before even considering what to add to the rest of the team, as I feel the LO set is too similar and generally inferior to Weavile's, and is a waste of Mamo's actual niche of being a SR setter that can't be taunted. Once that was settled, AssVest Slowking was slapped on, not really because of anything to do with Mamo, but because it's such a great standalone set, serving as a fantastic pivot from both an offensive and defensive standpoint. Sash Mamo is a gr8 partner to CB D-Nite, gettin' rocks up n' shiet, and Slowking can handle mons that otherwise give Nite trouble, such as Skarmory and Keldeo, and so I added this bad boy to the squadron. At this point, I'm looking pretty weak to Azu and Scizor, and, while rare, Gastrodon really gives me shit, so Mega Venu joins the party. I now needed something to deal with birds and Sharp, and M-Gyara really gives me shit; plus, D-nite needs himself some hazard removal, so Skarmory was tacked on. I like B-Bird to fuck up Mega Venu, but I've found Counter isn't a terrible option here, either. Taunt > Whirlwind, as status/hazard mons bust my nuts more than setup sweepers, generally. Lastly, I added CM Raik, but I found it annoyingly difficult to set up on this team for some reason, and Volcarona was being a cunt to the squad, so ScarfTran took his place. CB Mega Sableye is probably the biggest threat to this team, and TBH I might rebuild it with Superpower Azu > Slowking, but I'm pretty happy with how it turned out with what we were given to work with here, so hey. Sorry for the shit explanation, hopefully I got the gist across, at the very least
Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Ice Shard
- Earthquake
- Endeavor

Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Extreme Speed
- Outrage
- Earthquake
- Fire Punch

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 252 SpA / 24 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 28 HP / 252 SpA / 228 Spe
Timid Nature
- Overheat
- Flash Cannon
- Earth Power
- Stone Edge

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Defog
- Brave Bird
- Taunt
- Roost

Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Scald
- Future Sight
- Fire Blast
- Dragon Tail
Team 5


Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 HP / 252 Atk / 16 SpA
Brave Nature
IVs: 0 Spe
- Earthquake
- Ice Shard
- Icicle Crash
- Freeze-Dry

Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Nasty Plot
- Scald
- Flamethrower

Porygon2 @ Eviolite
Ability: Download
EVs: 248 HP / 4 Def / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Recover
- Thunderbolt
- Ice Beam

Breloom @ Life Orb
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Mach Punch
- Bullet Seed
- Power-Up Punch/Force Palm
- Spore

Ampharos @ Ampharosite
Ability: Plus
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Atk / 0 Spe
- Volt Switch
- Thunderbolt
- Dragon Pulse
- Focus Blast

Jirachi @ Macho Brace
Ability: Serene Grace
EVs: 236 HP / 180 Atk / 92 SpA
Brave Nature
IVs: 30 Atk / 30 Def / 1 Spe
- Iron Head
- Trick Room
- Healing Wish/U-turn
- Hidden Power [Ice]/Zen Headbutt
this core seemed immensely hard to build balance around, but given that Mamo has incredible coverage and raw power I decided that a TR team was the way to go. I started with the given core, then added another TR setter in Porygon2 (pmuch the only thing that can lay down a TR on Bish). As with every TR team, I have to consider the big priority mons when making these teams - Bisharp, TFlame, Weavile, Azumarill, and Scizor are the biggest names in OU as far as that goes. I added Breloom since it added a resist to both Bisharp and Azu's priority and can hit pretty hard, plus fast Spore is always obnoxious to deal with. Ampharos I used on my last TR build, and while it was a joke team, I discovered that Amph was actually pretty amazing in TR. The ability to resist TFlame, Azu, and Scizor's priority, hit incredibly hard with good coverage, and Volt Switch out to keep momentum is incredibly appealing. Amph also stops the team from getting walled by Skarmory. Finally, I added Jirachi as a final TR setter to help with Fairy-type mons. Given that Jirachi has a rather high speed tier for a TR mon, I decided to do something a bit more gimmicky and give it Macho Brace to halve its speed, allowing it underspeed even things like Slowbro and Amoonguss.

The movesets on these are more out-of-left-field than most people are used to. Mamo and Amph are pretty standard, everything else is more designed for this specific build. Slowking is running NP + Scald/Flamethrower coverage. The reason for NP > CM is TR's need to have immediate power. Flamethrower is chosen as coverage mainly to help with team threats like Mega Scizor, Ferrothorn, and Skarmory, and it also synergizes pretty well with Scald. Porygon2 is running standard BoltBeam coverage given that it needs max coverage in two moves, and Normal-type STAB can't really do that. Breloom is another gimmicky-looking set that utilizes PuP to start a sort of pain train with fast Spore. If that's a little too gimmicky, Force Palm can be taken over PuP to provide more immediate firepower, but it should be noted that Loom hits pretty ridiculously hard with Mach Punch and can sweep outside of TR. Rachi's Macho Brace is to reduce it's unusually high speed tier for TR, and the moveset incorporates HP Ice, mostly to lure out bulky grounds. Being able to spam Iron Head in TR is a pretty skillful way to win too ;). Zen + U-turn can be taken for more consistency out or Rachi tho, but generally it's more of a suicide setter.
Team 6

Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Scald
- Psyshock
- Nasty Plot
- Trick Room

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 244 Atk / 12 SpA / 252 Spe
Jolly Nature
- Ice Shard
- Earthquake
- Icicle Crash
- Stealth Rock

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Hidden Power Fire
- Flash Cannon
- Thunderbolt

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Iron Head
- Spikes
- Roost
- Defog

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

Sceptile-Mega @ Sceptilite
Ability: Overgrow
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dragon Pulse
- Giga Drain
- Focus Blast
- Substitute
Nasty plot trick room Slowking is a boss. Surprise factor allows an unexpected sweep especially if the opponent is saving something like Thundurus or Serperior to deal with it. Mamoswine brings priority & threatens the grass and electric types which threaten Slowking, plus sets rocks for the team - actually makes a great rocks setter as he forces out other setters such as Lando and Chomp plus defoggers such as Lati twins. The core struggles with steel types so Magnezone makes an ideal teammate, trapping Ferrothorn and Scizor which can be problems, provides a fairy killer with flash cannon, revenge killer with scarf, brings momentum with volt switch and destroys water types which wall the core with thunderbolt. Skarmory brings useful role compression - hazard removal, spikes to support the wallbreakers, mixed wall, additional insurance vs fairies. Azumarill wrecks the dark and fighting types that threaten the team, knock off for bulky psychics, has powerful priority for revenge killing/cleaning, can benefit from Slowking's trick room in a pinch, and loves the spikes support provided by Skarmory. Finally, M-Sceptile brings blazing speed, outspeeding and taking out key threats such as the water types which wall Slowking, a plethora of useful resistances (electric, grass, fighting, ground). Sceptile also loves the spikes support in its hit-and-run-wallbreaker role, with substitute to capitalise on forced switches. Team initially looks really weak to Gengar but in reality it can be played around as 4/6 members can outspeed and the other two can tank a hit and retaliate, so it doesn't get more than one kill in a game.
Team 7


Mamoswine @ Choice Scarf
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Superpower
- Earthquake
- Ice Shard
- Icicle Spear

Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 8 Def / 248 SpD
Calm Nature
- Psyshock
- Scald
- Slack Off
- Calm Mind

Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Stone Edge

Scizor @ Scizorite
Ability: Light Metal
EVs: 240 HP / 44 Atk / 16 Def / 192 SpD / 16 Spe
Impish Nature
- Swords Dance
- U-turn
- Bullet Punch
- Roost

Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hidden Power [Ice]
- Hurricane
- Superpower
- U-turn

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Secret Sword
- Scald
- Hydro Pump
- Icy Wind
thought i'd try doing this as the core looks ridiculous and i've never built for this thread before. wanted to try scarf mamoswine and see if i could support it correctly. the fact that it's 1.5x factor than your opponent expects can completely change the game, as opponents try to revenge it with things like lopunny, diancie etc. to be ohkoed instead. the rest of the team is really standard, but i always like HP Ice on torn-t because picking off landot/chomp makes it way easier for scizor to sweep late game. on the surface it looks like the team has problem with electrics, but in reality it's not difficult to deal with. Sableye is a huge pain but it isn't hard to pressure it with torn-t/keld. volcarona can also be sort of miserable to deal with, but it needs to hit a lot of fire blasts to win the game, lol. overall i like the way it turned out despite being based off of a terrible core.
Team 8


quoting GeeMick for the explanation as he summed it up quite well:

"What is so particular about this core is the fact that mamoswine and slowking take the ground and water slots respectively which are so important in bulky offense, while not checking the things these slots usually do (i.e azu for darks/sciz, chomp for lop/bunch of physical attackers, etc.), however slowking handling lopunny + gross + diancie + clef with the correct spread is absoutely stunning, and all this while being a strong wincon just like cm bro is. now, after having gotten destroyed a couple times by opposing bulky offense builds on the ladder (mana / ttar / kyube type of builds), we (Arch and I) decided that a faster-paced team that applies more pressure would be much more optimal. so we changed what used to be a m-zor to a metagross, with bp to still keep weavile in check. double status tran is an awesome set that allows it to check non-taunt talon, bisharp, any non-jolly mzor and weaken scarftar's crunch so that slowking doesn't have to worry about that. there still was, however, quite a huge weakness to drill at that point. even though landot is offensive, drill's adamant orb iron head only has a very small chance to 2hko it with sr, and salac lando is quite a godlike wincon (sub is used in conjunction with salac here over rock polish to be able to wear down a statused rotom through subbing, as well as subbing for free on fat chomper dragon tails, and taking advantage of a lot of things overall. mamoswine is packing superpower so that ferro can't switch into both slowking and mamo throughout the match. scarfed kyube is another water resist, and unlike slowking is a pretty strong cleaner that allows to play games more offensively. this squad is a pretty good bulky offense build, which arch peaked 9th on the ladder with while testing. the amount of win conditions and pressure applied by the huge firepower of it try and helps mitigate any weaknesses it might have."

Other options include running Thundurus over KB and a more specially defensive Heatran with a downside being it getting owned by Bisharp. The Thund option is nice since it still provides a form of speed control / manaphy check, though it does make the team more weak to electrics and waters. Also, Freeze Dry Mamo is a solid alternative over SP to break Rotom-W.
Slowking @ Leftovers
Ability: Regenerator
EVs: 248 HP / 172 Def / 76 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Scald
- Slack Off

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Ice Shard
- Superpower
- Earthquake
- Icicle Crash

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 60 SpD / 200 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Will-O-Wisp
- Stealth Rock

Metagross-Mega @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Punch
- Hammer Arm
- Zen Headbutt
- Meteor Mash

Landorus-Therian @ Salac Berry
Ability: Intimidate
EVs: 44 HP / 232 Atk / 232 Spe
Jolly Nature
- Substitute
- Swords Dance
- Earthquake
- Stone Edge

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Fusion Bolt
- Outrage
- Dragon Claw
- Ice Beam
 
Some quick rates cause I'm bored waiting for an appointment with nothing better to do.

Team 1 - This team tries to be an offensive team, but the fastest mon on it is a slow Talon, which doesn't quite work. The Skarmory is also really out of place as a method of hazard control considering it has no offensive presence whatsoever.
Team 2 - I despise Defog M-Zor, plus electrics and both Zards kinda go to town on this team. It's also quite weak to stall. This team wins the musical tie in award tho.
Team 3 - This is like a Tele semi-stall team with a random Mamo that doesn't do much. The lack of spikes or wincon outside of CM Clef is a problem in my eyes.
Team 4 - Very similar to team 3, but I think it will be more effective because its not nearly as passive. Not a fan of sash lead Mamo or such slow teams, but I think this team is the most solid out of them all so far.
Team 5 - Trick Room. lol
Team 6 - Spikes and Defog on the same mon. Next.
Team 7 - I like this one. Not too sold on Scarf Mamo, but nothing stands out as a major weakness. Torn-T really should be running Taunt though.
Team 8 - This team does it for me. It's weak to sand and maybe Rotom-W and Weavile (sort of), but that's about all I see. I like it.

Comes down to Team 7 or Team 8, but I'm gonna go with Team 7.
 
" volcarona can also be sort of miserable to deal with, but it needs to hit a lot of fire blasts to win the game, lol."
That quote is fucking amazing. Earned my vote.
Team 7
 

AM

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LCPL Champion
Ok so let's start off Round 12. henry has won Round 11 with the Mamoswine + Slowking core. Thanks again everyone n_n

So for Round 12 the core will be.....

Round 12 core: Tyranitar + Jellicent



Pretty classic concept stemming from the BW meta. As per usual if the base form of a mon has the option of going mega you're free to use it. More than likely gonna be seeing a lot of hazard builds but interested in seeing who will utilize the concept most effectively. Enjoy.
 

MANNAT

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(why is the talon sprite so big oml)
This is a fun hazard stacking team that I built around the use of jellicent's spinblocking abilities in conjunction with Tyranitar's ablilty to trap common hazard removers, namely the lati twins with several mons knowing taunt added to the team to prevent opposing mons from defogging away my hazards. Since this was going to be more of a hazard stacking build, I added Ferrothorn as a secondary water type check, a manaphy "counter", and a mon that generally has pretty good supporting capabilities overall and is an excellent glue mon for this team. Talonflame is my primary check to special attackers that ttar can't handle, and it is a really good check to mons that threaten bulkier playstyles such as Serperior, Keldeo, and Mega Heracross while also providing a solid wincon with the team with bulk up+taunt. Next up, I definitely needed a mon to clear opposing hazards as my team has many passive members that allow others to get hazards up, and I have a Talonflame who is 4x weak to rocks, so I thought that Excadrill would be a really cool mon to add, and its ability to sweep later in the game with sand rush as a result of Ttar's sand stream. Lastly, I needed a switch into edgequake users like eplate landorus as well as another electric check, so I added bulky CM Mega Latias as a good mon to check these threats while setting up later in the game to help beat down unprepared teams, and hitting decently hard with its STAB stored power after only a couple boosts. Overall, I'm pretty proud of this build, and it looks pretty good to me.
Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Recover
- Scald
- Will-O-Wisp
- Taunt

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

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

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

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

Latias @ Latiasite
Ability: Levitate
EVs: 248 HP / 84 Def / 176 Spe
Bold Nature
- Calm Mind
- Roost
- Substitute/Reflect Type/Hidden Power [Fighting]
- Stored Power
http://replay.pokemonshowdown.com/ou-292951357 - vs Hoopa-U volturn
http://replay.pokemonshowdown.com/ou-292954285 - vs Rain Team, but with hax from both sides
http://replay.pokemonshowdown.com/ou-293351540 - Fun battle vs bludz where I may have made a few misplays, but still pulled out the win.
http://replay.pokemonshowdown.com/ou-293362744 - It may be a low ladder battle, but the opponent had all viable mons, and it shows talonflame putting in work.
http://replay.pokemonshowdown.com/ou-293445206 - Cool battle vs stall/semi-stall.
http://replay.pokemonshowdown.com/ou-293702763 - Fun battle vs Wheezer showing Mega Latias' potency vs slower teams.
Credit to Wheezer for giving me the idea to use Talonflame . Also thanks to slurmz for rating my team.
 
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So I started with a support Ttar set with the intention of building a balance squad. SR/Pursuit/SE are all mandatory, but I chose Fire Blast in the last slot for Scizor and Ferro. Lefties is the item of choice given that I am not running an Excadrill. Next, I opted for a Defensive Jellicent set to check Keld and Scizor and such. The set is pretty self explanatory, with Scald being reliable STAB with added burn chance and Recover/Toxic/Taunt to stall out slower teams. With this pair in mind, I wanted a solid check to Weavile, Bish, and Fairies. M-Scizor fit well, so I chose a bulky SD set with Superpower. Next, I wanted a breaker and electric check, so Kyu-B was added. Next, I wanted something that could clean up and still beat fairies like Twave Clef, so I added BU Talon because I was a bit weak to stall. The spread is weird, but it gives Talon a bit of bulk while still being able to outpace base 110s. With running Talon and Kyu-B, I was very weak to SR, so the last slot was dedicated to removal. I opted for standard Latios so that I have a secondary answer to Keldeo other than Jellicent.


Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Pursuit
- Stone Edge
- Fire Blast

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 248 Def / 12 Spe
Bold Nature
- Scald
- Recover
- Toxic
- Taunt

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- Superpower

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 20 Atk / 252 SpA / 236 Spe
Mild Nature
- Fusion Bolt
- Ice Beam
- Earth Power
- Roost

Talonflame
Ability: Gale Wings
EVs: 248 HP / 132 Atk / 128 Spe
Jolly Nature
- Acrobatics
- Will-O-Wisp
- Bulk Up
- Roost

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog
 
There's a first time for everything.

Support Tyranitar + Stallbreaker Jellicent is pretty cool. Excadrill was pretty much a given for the team considering there was a Tyranitar in the team. I decided to go with Rapid Spin + Swords Dance and its STABs, because it was basically a free slot that didn't necessitate another who team member to remove hazards. Mega Charizard was added next to create a dual weather core with TTar. It also helps out Jellicent and Clefable by decimating key components of today's stall, Mega Sableye and Gothitelle. Celebi was added to combat opposing weather, namely Sand since Ttar would give Excadrill and Mega Chomp free Sand turns. I went with NP + BP to give Charizard the possibility of sweeping slower teams. Clefable was my final addition because I was a bit weak to Dragons in general (mostly Garchomp) and Mega Gyarados does a number against this team. Overall it's a fun team

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

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Scald
- Recover
- Will-O-Wisp
- Taunt

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 84 SpD / 16 Spe
Bold Nature
- Nasty Plot
- Giga Drain
- Recover
- Baton Pass

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Iron Head
- Swords Dance

Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solarbeam
- Roost
- Focus Blast

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Calm Mind
- Moonblast
- Thunder Wave
- Softboiled
 

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 12 Atk / 80 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Fairy Lock
- Play Rough

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

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Scald
- Will-O-Wisp
- Recover
- Taunt

Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Solar Beam
- Flame Charge
- Focus Blast

Serperior @ Coba Berry
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Rock]
- Giga Drain
So this team is quite similar to the one by KidMagic above, but I think that's quite natural as CharY and Exca work so well with this core, however with flame charge and Serperior this takes a more offensive approach. The team is based on applying immediate offensive pressure with multiple powerful wincons in CharY, Serperior and Excadrill, supported by a strong defensive backbone in Klefki, Ttar and Jellicent, which also dominate the hazard war as Jellicent spinblocks, Ttar pursuit traps common hazard setters in Latis and Starmie, Klefki sets spikes and Exca spins. The team has a decent match-up against all playstyles - Jellicent with taunt along with CharY and Serperior can break stall, CharY, Exca and Serperior can all wreck balance especially with Klefki's spikes support, and Klefki, Excadrill, and CharY (courtesy of flame charge) tear offence a new one.

In terms of set specifics - 12 Atk on Ttar guarantees the KO on offensive Starmie with pursuit, ice beam helps vs Chomp, Lando etc. Trapping Latis helps CharY by removing its most common checks. Fairy Lock on Klefki gives CharY, Serp or Exca a free turn of set-up. Play rough to hurt M-Sab on the switch and to damage fighting types. Air balloon & jolly on Exca to help vs opposing sand, mitigate a common ground weakness and because life orb + rapid spin is a bad combo imo especially when removing rocks is so important on this team. Jellicent provides a vital water immunity on a team with 3 water weaknesses, taunt to help vs stall & will-o-wisp + max Def to cripple physical attackers. Flame charge on CharY is just retarded and at +1 can easily sweep most balance/offensive teams once resists have been taken care of, timid to outspeed scarf Lando, also works great with Tar+Exca as they reset each others' weathers. Serperior is a great partner for CharY as it takes out bulky waters and grounds, helps the rain matchup, coba berry HP rock lures Talonflame which can be a problem if Ttar goes down, giga drain to prolong a sweep.
 
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Hello, I'm new to this whole teambuilding competition this so please spare for all the hate on the team

Team at first glance:









Tyranitar: I choose to run the support sand rush set as I wanted excadrill to be a partner for the core the usual set with not much to change here and there, set can be changed to the ice beam on to check things like gliscor or land or I didn't really see that as that big of a problem



Jellicent: The other half of the core, jellicent synergized with tyranitar a lot so it was much of a surprise why it was the partner, being able to check mons like keld is nice for t-tar as the support set cant touch keld whatsoever.




Excadrill: T-Tar's partner in crim, sporting that high attack with that dank ability sand rush makes this thing wanna call t-tar is dad, this is just here as it synergizes with t-tar(kinda) but on a whole benefits from T-tars presence



Brelooooooooooooooooom The opposing sand check, originally this was chesnaught spot, but so far this team be looking mighty offensive so I just replaced it with this thing to keep the momentum rolling, opposing sand if it wins the speed tie with exca at plows through me so this thing serves as a check to it, chesnaught all in all is a better defensive check but as I said offense was looking like this thing.


SmogonBird: Look at the team, how do I hit grass types? Yh this things serves as that serp+venu check which otherwise without sand up rips the team to shreds and aint nobody wants that so I got this thing to act as a revenge killer to those thing, stallbreaker set can be run over this to check stall I guess.





Latias-Fatlord: I'm running tflame, I have no way to remove rocks,tflame hates rocks, I have no mega, It would be odd without a mega tbh, other than fatstoise what else would I use? latios-mega? na this thing just seemed to fit right into that last spot getting them rocks away and checking a few last threat that I saw


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

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 228 HP / 192 SpA / 88 Spe
Bold Nature
- Scald
- Ice Beam
- Recover
- Will-O-Wisp

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance

Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Superpower
- Seed Bomb
- Facade

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Roost
- Brave Bird
- Flare Blitz
- U-turn

Latias-Mega @ Latiasite
Ability: Levitate
EVs: 252 HP / 252 Spe
Timid Nature
- Defog
- Recover
- Draco Meteor
- Psyshock



Could an experienced teambuilder tell me the errors in this teambuilding process so I can improve? much appreciated if you can (no "ctc" allowed)
 
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Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Ice Punch
- Crunch
- Stone Edge

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 160 Def / 96 Spe
Bold Nature
- Taunt
- Recover
- Will-O-Wisp
- Scald

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 224 Atk / 32 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Stealth Rock
- Ice Shard
- Freeze-Dry
- Earthquake

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

Skarmory @ Rocky Helmet
Ability: Sturdy
EVs: 252 HP / 200 SpD / 56 Spe
Careful Nature
- Spikes
- Roost
- Iron Head
- Whirlwind

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 228 SpD / 32 Spe
Jolly Nature
- Brave Bird
- Bulk Up
- Taunt
- Roost

k so this core just mandates spikestacking sigh. after having a nice chat with arifeen, i tried using specs jellicent as a wallbreaker but i couldnt justify using it over manaphy. dd ttar enjoys spikes support a lot, and is part of the core, so i went with that. hippo + skarm provides hazard support, and provides a solid defensive core for the spike stacking team. i had ww skarm as well to take advantage of spikes, but i like the double taunt on spikestacking teams. whirlwind is definitely a very good option though, and stops you from getting 6-0ed by mega gyarados. added starmie to spin. tbolt hits gyara. added cb talon to revenge kill stuff, strong priority, and momentum a la u-turn. i dont care about stall since it is apparently not a relevant playstyle in tours, but you could run stallbreaker talon to help with that (lol toxic sable). replaced hippo with mamo after some testing because i got dicked by thundurus. edit2: hp fire latios to not autolose to manaphy and help with ferro

 
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Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Stone Edge
- Crunch
- Superpower

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 236 Def / 24 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Will-O-Wisp
- Taunt
- Recover

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Power Whip
- Thunder Wave

Camerupt-Mega @ Cameruptite
Ability: Solid Rock
EVs: 160 HP / 252 SpA / 96 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Earth Power
- Ancient Power
- Stealth Rock

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

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

In my opinion, Jellicent = hazard stacking. So I began with Ferrothorn. It checks Water-types and Altaria-Mega lacking Fire Blast, and is an excellent glue to my team. I chose a specially defensive spread to take Hyper Voice + Focus Blast of Gardevoir-Mega which is a huge threat to my team. Next I wanted a Fire-type, so I could complete the FWG core. Enter Camerupt-Mega. Why this Pokemon ? Just because Talonflame / Zard need hazard remover, and Rapid Spin users don't have really good synergy with the initial core. Heatran added a lot of weakness against Fighting-types. Camerupt-Mega is not very very good, but it sets up SR which is very important, checks Electric-types like Manectric-Mega or Raikou. Its power is often underestimated and really likes Pursuit support of Tyranitar because Latios checks it. Finally, Latios and Clefable finish the team. Latios is CM, so I can lure opponents' Clefables. Tyranitar is Choice Scarf, checking Bisharp and adding some speed to the team. Overall a pretty nice hazard stacking.

 
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Tyranitar @ Life Orb
Ability: Sand Stream
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Crunch
- Pursuit
- Superpower
- Stone Edge

Jellicent @ Colbur Berry
Ability: Water Absorb
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Recover
- Will-O-Wisp
- Scald

Cresselia @ Mental Herb
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Psychic
- Ice Beam
- Lunar Dance

Diancie @ Mental Herb
Ability: Clear Body
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Trick Room
- Stealth Rock
- Explosion
- Diamond Storm

Heracross-Mega @ Heracronite
Ability: Guts
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
IVs: 0 Spe
- Pin Missile
- Close Combat
- Rock Blast
- Bullet Seed

Dragalge @ Life Orb
Ability: Adaptability
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
- Draco Meteor
- Sludge Wave
- Dragon Pulse
- Hidden Power [Fire]


So trick room came to mind when using Jellicent, since it's a decent setter of it. Ttar is nice too because Talonflame is always a threat to trick room. I chose defensive jellicent since its reasonably bulky, can recover, can wisp things that are annoying for this team (m-sciz) and scald, making it a consistent TR setter. Colbur berry is so that dark spam doesnt wipe through my TR setters. Ttar has nice synergy with jellicent and a life orb max atk adamant set gets the job done with raw power. Ttar actually helps a lot with Trick room's stall matchup which can be rough sometimes, since it can trap gothitelle and doesnt mind too much having a scarf. Nets a lot of nice kills since its nice and slow and is a real monster in TR conditions. Next up was Cress, basically mandatory for any trick room team since it gets lunar dance. Standard physdef spread allows it to be obscenely bulky and set TR, while ice beam catches Lando-Ts and Garchomps for good damage. Cress is a solid glue that can check a lot of random threats and give a TR abuser a second chance at sweeping. Mental herb for taunt. regular diancie w/mental hurb gets past taunt users (big threat to TR) is my rocks setter. sets TRs consistently, and explodes for damage/momentum. Next up was the mega. I initially chose Mega-Camerupt, but it just got walled by a lot of bulky waters that bothered Ttar anyway, so I chose mega-hera instead. Mega-hera is actually very crucial in terms of offensive synergy for this team, since it can break a lot of steels that can give dragalge and tyranitar trouble. Dragalge in the final slot as a special TR sweeper, hits really really hard, and HP fire is so that i dont autolose to m-sciz. Item on Cress is variable, you can run another colbur for matchup purposes, or even red card (although that isnt as beneficial as mherb/colbur imo). Overall, a pretty nice trick room build that can check common threats and hit pretty hard with three TR abusers.

Note: I know hazard stack is the more traditional route with this core, but i don't care much for jellicent as a spinblocker this gen. Mostly because it cant spinblock excadrill well:
252+ Atk Life Orb Excadrill Earthquake vs. 252 HP / 252+ Def Jellicent: 216-255 (53.4 - 63.1%) -- guaranteed 2HKO after Leftovers recovery
 
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Scotti

we back.


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

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Crunch
- Stone Edge
- Superpower

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 168 Def / 92 Spe
Bold Nature
- Scald
- Taunt
- Recover
- Hex

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 248 SpD / 12 Spe
Careful Nature
- Taunt
- Will-O-Wisp
- Roost
- Brave Bird

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

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 148 Def / 112 SpD
Impish Nature
- Earthquake
- Stone Edge
- Slack Off
- Stealth Rock


So what I made here is a pretty solid sand balance team. And unlike most balance teams, this one has a great match up against goth stall thanks to the fat shit jellicent. Jellicent gives me a great match up against most balance and bulkier teams along with talonflame, allowing the team to work pretty well. The team is obviously hazard based with ferrothorn and hippo for hazard, and jelli and tflame can taunt defoggers, while jelli can spin block. I also have an excadrill of my own to keep hazards off my side of the field and to revenge powerful threats that may break threw like zard x, torn-t, etc. The goal of the team is really to just slowly weaken my opponent with hazards, sand damage, burns, and leech seed damage, until excadrill can run through the team or I just slowly kill shit either way works. The team obviously has weaknesses as kyu-b, weavile, and mamo are huge weaknesses, but the team possesses ways to play around them with the use of playing smart with all the members and keeping hazards on the field.
 
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