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

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not particularly impressed by any of the teams tbh, most teams are very weak to mvenu and their only form of "counterplay" is attempting to lure it out with hp fly thund/tg psychic mana which is extremely predictable. only team without this mvenu weakness would be team 6 but they have some synergy problems imo and failed to address the electric weakness that the core brought. team 9 also has a pretty big electric weakness and i dont like wacan mana as the lure for electrics cuz of electrics' tendency to spam vswitch until lategame to clean up which defeats the purpose of wacan mana in the first place. team 4 faces the same issue but at least celebi is a decent electric sponge but has no counterplay.

think i'll give my vote to team 9 despite the mvenu and mmane weakness cuz it does have some nice offensive synergy behind it and an attempt was made to cover the weaknesses regardless.
 
most teams are very weak to mvenu and their only form of "counterplay" is attempting to lure it out with hp fly thund/tg psychic mana which is extremely predictable. only team without this mvenu weakness would be team 6 but they have some synergy problems imo and failed to address the electric weakness that the core brought. team 4 faces the same issue but at least celebi is a decent electric sponge but has no counterplay.
Not trying to be rude but all the bolded bits are either completely untrue, extremely presumptuous with no reasoning to back it up or they just gloss over important points that would affect what you're saying in a real battle situation.

most teams are very weak to mvenu and their only form of "counterplay" is attempting to lure it out with hp fly thund/tg psychic mana which is extremely predictable.
Saying most teams is really stretching it by a lot. The only ones who are undeniably weak to Mega Venu are Teams 7 and 9 while Teams 1, 4, and 8 are debatably weak to Mega Venusaur (8 is only 'weak' to EQ Venu or Venu+Tran Lure so this barely qualifies). That's only 5 out of 11 maximum. That is not most of them, that's not even half. The rest of the teams deal with Venusaur quite well. Addressing them individually:
  • Team 2 has a Metagross, a Latios, an SD Chomp and if you really want to stretch it, Psychic slashed on Manaphy and Thund (it's a stretch because of what AM said about slashes)
  • Team 3 has a Jirachi, a Latios, a Charizard, Psychic Manaphy which btw is not extremely predictable because of all the aforementioned pokemon which makes me wonder why he's running psychic in the first place and Earth Plate Lando 2HKOs after rocks
  • Team 5 has a Zard X and a Psychic Manaphy as well as Sand
  • Team 6 is the only one you acknowledged wasn't weak to Venusaur
  • Team 10 has a Mega Pinsir and a Latios
  • Team 11 has a Latios and a Talonflame for crying out loud
In response to the second part about hp flying/psychic being 'extremely predictable' I'm going to put it out there that this is completely unfounded. Hidden Power Flying Thund especially is quite rare and not predictable at all, especially when most of the teams its on are not super Venu weak anyway. As for Psychic Manaphy, +3 Manaphy is incredibly dangerous to scout against; most teams can't afford to scout for Psychic and many Venu teams just lose regardless of whether they saw it coming.

And just while I'm here I'd just like to point out you dismissed 8 teams for supposedly being weak to a pokemon that is on like 5% of teams when in fact most of them weren't. (Not trying to change your vote but I'd also like to point out that you voted for a team that had the same flaw that you dismissed all the other teams for)

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Voting for team 10
 

MANNAT

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Team 3 has a Jirachi, a Latios, a Charizard, Psychic Manaphy which btw is not extremely predictable because of all the aforementioned pokemon which makes me wonder why he's running psychic in the first place and Earth Plate Lando 2HKOs after rocks
Just want to say that I put psychic on it to lure in venu since the other mons killing it would be too obvious, but I did slash eball just in case you think psychic on it is overkill lol, and HP fire could probably also be used to get rid of ferrothorn since ferro annoys zardx with recoil n shit.
 

MrAldo

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I see the teams and not a single mamoswine for electrics and stuff, pretty disappointed tbh

Have to make a choice so guess Im going with Team 1
 

AM

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You...You... has won Round 20 with his team 10. Nice job, teams in hall of fame as I post this now. Kicking off Round 21 now as real life hit me so couldn't post earlier.

Round 21 Core: Alakazam + Dragonite



As with any core that I don't restrict using a specific mega towards you're allowed to use the base forms mega if you choose to. This will always be the case unless said otherwise in future rounds. Anyways enjoy.
 


I'm really bad with explanations so sorry if this sucks. Anyway, let's get on with it. When i first saw the core, I knew i was going to use Banded Dragonite. Banded Dragonite is a really good partner for Alkazam because it can break past the special walls which counter alakazam. It hits really hard and nothing likes switching in on it. Alakazam on the other hand can beat the physical walls dragonite has trouble breaking past so they both wrok really well together. After deciding on the sets for the core, I noticed that the core benefited a lot from entry hazards. With spikes and rocks up even hard walls have trouble switching in on these monsters. Klefki was chosen for setting up spikes and also to act as a counter to opposing special attackers such as Lati@s, Gardevoir, Alakazam and others. At this point the team looked really weak to bisharp. I went over a couple of options like cobalion and breloom before i selected keldeo. I chose Keldeo because it pressures the opposing team's special walls meaning that they cannot counter both alakazam and keldeo. So one of the two can almost always break past them. It also deals very easily with physical walls such as skarmory, lando t, hippowdon, ferrothron and others which trouble dragonite. Now i needed a rocker and a hazard remover. Sand core of Tyranitar and excadrill was chosen for this. Excadrill acts as my late game sweeper. When my wallbreakers are done blasting holes in the opposing team, excadrill comes in to ensure the victory. Tyranitar was chosen over hippowdown because it doesn't have any offensive pressence on the field which just kills momentum for this kind of team. Even though hippowdon helps me vs strong ground types, losing out on mmentum is really bad and can cost games.
Money,Pussy,Alchohol (Dragonite) @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Fire Punch
- Iron Head

Retribution (Alakazam) @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Shadow Ball
- Focus Blast
- Encore

Almost Famous (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Spikes
- Magnet Rise
- Thunder Wave
- Dazzling Gleam

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

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

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

je suis d'ailleurs

Thanks Starmei and AM for helping
This is a pretty fun team I threw together. I initially added Keldeo as it helped versus Bisharp and Keldeo. I'm really terrible at descriptions lol. Anyways I added Sand because Talonflame was an issue. Alty was there to help with mane and keldeo which were still annoying.
hour of temptation (Alakazam) (M) @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Encore
- Shadow Ball

silent warrior (Dragonite) (M) @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Outrage
- Fire Punch

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

seized with fear (Tyranitar) (M) @ Chople Berry
Ability: Sand Stream
EVs: 252 HP / 96 Def / 160 SpD
Impish Nature
- Thunder Wave
- Stealth Rock
- Pursuit
- Stone Edge

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

grevious mistake (Altaria-Mega) (F) @ Altarianite
Ability: Natural Cure
Shiny: Yes
EVs: 252 HP / 160 SpA / 96 Spe
Modest Nature
- Hyper Voice
- Fire Blast
- Earthquake
- Roost
 
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Shaka Brah

Banned deucer.

big creds to Yuy
The classic gen 1 trick room team. Zam or Gengar usually leads, gets off TR, and massacres something with explosion to give BD lax or LO Dnite turns to cut through the opposing team like a hot knife through butter. The team has a few tricks for closing out the game after the initial TR onslaught; SD Passing with Mew to DNite for ESpeed sweeps on a weakened team or just exploding to enable Marowak's sweep. Before you ask about Zam's EVs, what can I say, it has freaking encore, bitch.
tender love (Snorlax) (M) @ Sitrus Berry
Ability: Gluttony
Shiny: Yes
Happiness: 0
EVs: 248 HP / 252 Atk / 8 SpD
Brave Nature
- Substitute
- Belly Drum
- Crunch
- Frustration

MAJESTICCASUAL (Dragonite) (M) @ Life Orb
Ability: Multiscale
Shiny: Yes
EVs: 252 HP / 252 SpA
Quiet Nature
- Draco Meteor
- Fire Blast
- Extreme Speed
- Outrage

wikid smaat ked (Alakazam) @ Focus Sash
Ability: Synchronize
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Spe
- Trick Room
- Magic Coat
- Counter
- Encore

qt fetus (Mew) @ Leftovers
Ability: Synchronize
Shiny: Yes
EVs: 252 HP / 108 Atk / 148 SpD
Brave Nature
IVs: 0 Spe
- Swords Dance
- Baton Pass
- Trick Room
- Explosion

>be me (Gengar) @ Focus Sash
Ability: Levitate
Shiny: Yes
EVs: 240 HP / 240 Atk
Brave Nature
IVs: 0 Spe
- Trick Room
- Explosion
- Destiny Bond
- Counter

muthurr (Marowak) (F) @ Thick Club
Ability: Rock Head
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
- Earthquake
- Knock Off
- Double-Edge
- Swords Dance
http://replay.pokemonshowdown.com/ou-205922003 - slaying henry
http://replay.pokemonshowdown.com/ou-252047949 - Maro plows through a team, unfortunately the absolute min roll on outrage was gotten on the last turn, still a pretty sick "moral victory" though
http://replay.pokemonshowdown.com/ou-182518831 - the exploders take care of marowak's checks for a final sweep
http://replay.pokemonshowdown.com/ou-216686469 - pretty sure this would have been a win if self-KO clause wasn't retarded. I mean, WTF...?
 
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Alakazam @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Focus Blast
- Psychic
- Hidden Power [Fire]

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Extreme Speed
- Dragon Dance
- Earthquake
- Outrage

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Lax Nature
- Earthquake
- Hidden Power Ice
- Stone Edge
- Stealth Rock

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Spore
- Swords Dance

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Ice Fang
- Taunt

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 428 HP / 252 SpA / 252 Spe
Timid Nature
- Overheat
- Flash Cannon
- Earth Power
- Stone Edge

er dnite + zam nice offense core, added mega diancie because it has good offensive synergy with them, tran for rocks, hp ice because nothing for grounds. tenta for tspikes to really annoy things like hippo which annoy mega diancie, loom to finish up. i'll try to fix ground weak someday.

e: lando-t over tenta to fix ground weak, removed hazard control, sorry dnite
e: mega gyara over mega diancie because still too weak to ground. also breaks stall.
 
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Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Outrage
- Extreme Speed
- Earthquake
- Fire Punch

Alakazam @ Focus Sash
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Hidden Power [Ice]
- Thunder Wave

Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Calm Mind
- Substitute

Heatran @ Power Herb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Fire Blast
- Solar Beam
- Flash Cannon

Diancie-Mega @ Diancite
Ability: Clear Body
EVs: 36 Atk / 220 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect

Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 56 HP / 220 Atk / 232 Spe
Adamant Nature
- Swords Dance
- Rock Polish
- Earthquake
- Stone Edge
First, I noticed the Dark weakness. Dark-types are so annoying at the moment, so I chose Keldeo. I needed a Fairy-check so I added Heatran which has good synergy with Keldeo. I needed a Mega and something to check birds, Diancie-Mega come to my mind. Finally, we have Landorus-T. To be honest, I was inspired by Good cores thread: Alakazam + Heatran, Heatran + Dragonite, Alakazam + Diancie, Keldeo + Landorus-T.
 
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This is a pretty simple offense team. HP Fire Zam lures Scizor and Ferrothorn for the rest of the team. Dnite is CB because that's the only worthwhile set. Lati keeps Dnite's Multiscale intact and lets me basically use it twice, which is cool. Azu gives the team a bit of a switchin to special attackers while still being strong. Lando has SR and KOff > Uturn because other Landos were annoying me. Bish is just a wallbreaker with priority. Team works pretty well, no big weaknesses that I've noticed, and it's nice and easy to use.
Alakazam @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Shadow Ball
- Hidden Power [Fire]
- Dazzling Gleam

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

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

Azumarill @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Superpower
- Waterfall
- Aqua Jet
- Play Rough

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Knock Off

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

AM

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Building stage ends tomorrow 6 pm EST assuming I have a normal day tomorrow. If you see me editing anything on your post that's me getting the formatting ready to make it easier on me coming voting time. Just a heads up.
 
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