Project OU Teambuilding Competition V9 (Done! See you all in Sun & Moon)

MrAldo

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Without further ado let get to the voting round! I love how most people used the XY models for consistency and making my life easier. Truly appreciate it.

Team 1

Charizard @ Salac Berry
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Belly Drum
- Substitute
- Fire Punch
- Thunder Punch

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Rapid Spin
- Hydro Pump
- Psychic
- Ice Beam

Klefki @ Light Clay
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Play Rough
- Thunder Wave

Gyarados-Mega @ Gyaradosite
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Ice Fang
- Crunch
- Earthquake

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naughty Nature
IVs: 29 HP
- Stealth Rock
- Ice Shard
- Freeze-Dry
- Earthquake

Tyrantrum @ Life Orb
Ability: Rock Head
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Head Smash
- Outrage
- Fire Fang
Screens offense ft BD Charizard + Lots of Dragon Dancers. Stall cannot beat Mega Gyara + so much offense. Just standard sets all around, might change around, probably won't.
http://replay.pokemonshowdown.com/ou-392000000
http://replay.pokemonshowdown.com/ou-392978611

okay i will somehow get bd charizard to put in some work okay please help me


Team 2

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

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Rapid Spin
- Psychic

Serperior @ Leftovers
Ability: Contrary
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Substitute
- Glare / Leech Seed
- Leaf Storm
- Hidden Power [Fire]

Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stealth Rock
- Stone Edge

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

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Healing Wish
- U-turn
- Iron Head
- Heart Stamp
I built around the FWG core of ZardX+Starmie+Serp in this team and it turned out rather well. It 6:0'd a UU team on low ladder so... yay I guess? I was just trying to get something that I could build reasonably quickly 'cause I cleared out a load of my teams recently and didn't have any of these sitting in the back, so it is very much built for the purpose of this. I added Lando-T+Rotom-W 'cause it's the best core in the game and because all three of the mainframe appreciate them baiting things that they can take advantage of while also appreciating the slow VoltTurn core. I finished with Jirachi 'cause I needed a something to check Weavile and Mega Lopunny among other things as well as needing a Steel-type due to them being basically mandatory in the current meta. I opted for EQ Zard X in case I can't take out Heatran before it is ready to sweep, although it comes at the cost of making the Bisharp matchup a lot harder, so Roost is a valid option here if you want to be able to play around it's SD/Sucker 50:50s. Psychic is used on Starmie to ease the matchup v.s. Keldeo and to lure out Mega Venusaur, who gives most of this team a tumor. Sub Serp allows me to ease the Bish matchup a little and play around it's Sucker Punches. Glare helps ease it further while potentially saving you from a sweep by something else whereas Leech Seed allows you to cheese Chansey, preventing it from ruining your day. Finally, Heart Stamp is used to deal with MLop and Keldeo nicely, among other things.


Team 3

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

Serperior @ Life Orb
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Leaf Storm
- Hidden Power [Ground]
- Dragon Pulse
- Glare

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 240 HP / 252 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 8 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Magnet Rise
- Thunder Wave
- Spikes
- Flash Cannon

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

Charizard-Mega-X @ Charizardite X
Ability: Blaze
Shiny: Yes
EVs: 120 HP / 204 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost
I built this team some time ago, but I guess it's decent enough to submit it here. I originally started with the core of Weavile+Serperior, which works pretty well together. I added defensive Lando-T for rocks and as a general check for sand and physical attackers. Then Klefki to switch into Keldeo and Weavile. Then I wanted some hazard removal for Weavile, while keeping offensive pressure, so I added Off Starmie, and a wincon, which is Mega Zard X, then I switched HP Fire to HP Ground on Serp to lure into Tran and ease Zards sweep. Zard's EVs are to outspeed Scarf Lando-T at +1 and to set up on Rotom-W hydro pump, also giving some bulk, useful to deal with Bisharp, a big thread to the team.

0 SpA Rotom-W Hydro Pump vs. 120 HP / 0 SpD Mega Charizard X: 142-168 (43.4 - 51.3%) -- 6.3% chance to 2HKO


Team 4

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

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Thunderbolt
- Ice Beam
- Rapid Spin

Landorus-Therian @ Salac Berry
Ability: Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Swords Dance
- Substitute
- Stone Edge

Azumarill @ Choice Band
Ability: Huge Power
EVs: 88 HP / 252 Atk / 168 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Superpower

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 148 SpD / 108 Spe
Careful Nature
- Iron Head
- Stealth Rock
- U-turn
- Icy Wind

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 56 HP / 200 SpA / 252 Spe
Mild Nature
- Substitute
- Ice Beam
- Fusion Bolt
- Earth Power
This is a team i built awhile back using the idea of icy wind Jirachi to take care of stuff like Landorus-T and Garchomp which are common checks to Zard X on bulky offense. Landorus-T was added as a much needed ground check and a check to opposing Zard X. Azu was added to then give me a secondary check to Excadrill and Zard X, while providing the team with a check to dragons and some very good offensive pressure. Kyurem-B was then added to check Venu/Tran teams which would otherwise run through my team if I could not break them with Zard X. Sub salac Landorus-T and sub 3 attacks Kyurem-B are used as lures to Bisharp, which would otherwise beat the team at plus 2.


Team 5

Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Dragon Claw
- Dragon Dance
- Flare Blitz
- Roost

Starmie @ Leftovers
Ability: Natural Cure
EVs: 244 HP / 12 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Recover
- Thunderbolt

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 172 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Pursuit
- Stone Edge
- Superpower

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Earthquake
- Rock Slide
- Iron Head
- Swords Dance

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hurricane
- Heat Wave
- Knock Off
- Icy Wind

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 244 HP / 216 Def / 48 SpD
Relaxed Nature
- Knock Off
- Giga Drain
- Earthquake
- Sludge Bomb
Charizard X with EVs speed enough to be faster than Mega Lopunny and Manectric after DD, with some HP investment to better resist Hydro Pump Rotom-W and soften the recoil of Flare Blitz.
Well, I would like to use Starmie offensive because it is one of the pillars of the proposed week, but the defensive set is a longer-lasting response against Hippowdon and Heatran, Rock common users and switch Charizard X.
Well, as is tradition, every week we have a sandstorm set in conjunction with the proposed core.
Tyranitar rocks, Pursuit, Chople Berry etc. As Starmie is the spinner here, Excadrill is free to use SD + 3 atk.
The team suffers absurdly to Ground, and I also wanted something that would give an immediate destructive power against fatter teams without a setup, Tornadus-T LO is the solution.
Finally, as a defensive pivot Tangrowth is very useful against Landorus-T, Mega Lopunny, Breloom and others.
http://replay.pokemonshowdown.com/ou-392821932 (Hidden Power Ice > Icy Wind ;--;)


Team 6

Remnants (Charizard-Mega-Y) @ Charizardite Y
Ability: Drought
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Flamethrower
- Solar Beam
- Focus Blast
- Roost

To Stir The Sea (Starmie) @ Colbur Berry
Ability: Natural Cure
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Recover
- Thunderbolt

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

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

By Moon and Star (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 232 Def / 24 SpD
Relaxed Nature
IVs: 0 Atk
- Thunderbolt
- Ice Beam
- Calm Mind
- Soft-Boiled

Absit Omen (Gliscor) @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 16 Def / 192 SpD / 56 Spe
Impish Nature
- Earthquake
- Knock Off
- Swords Dance
- Roost
Started with Zard Y and Starmie, added Scarf Tyranitar to trap Latis, check Talon etc. Colbur Mie allows you to perform better vs TTar/Bish/Weav. Ferro is the Dragon/Fairy switchin, Chople helps checking Mega Gard, Mega Zam, Keld, Loom and all that stuff, and it's also the rocker. Added Bold BoltBeam Clef for Mega Medicham, Weavile, Lando-T, Gyara. Gliscor beats Bish, Exca, Clefable (w/o Ice Beam). Timid Flamethrower bc the speed is needed for Manaphy, and Fire Blast gets stalled out too easily.

Voting lasts until Sunday 3th at 11:59 PM GMT -5 (Central time). May the best one win.
 

AM

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LCPL Champion
Team 1: Bigger meme than any shitpost I've posted in the past month. Didn't think this was possible.

Team 2: Simple but not sure how it beats stall well.

Team 3: I think Team 3 has the right idea but none max speed Zard-X makes me want to throw up

Team 4: The Sub LO Kyurem-B just seems like an awful idea for longevity reasons, otherwise stuff like Defensive Slowbro and Suicune can be a problem due to how easily Kyurem-B is gonna get worn down without roost.

Team 5: Like, I kind of get these sand Zard-X builds are not bad but man seeing this build with slight variations for what I assume is about the 20th time already is kind of not a big sell. Some of the sets like Excadrill being Adamant instead of Jolly makes opposing sand builds a pain and I think Tangrowth gets a bit more hype on its defensive merit than it deserves to justify it as a sole counterplay to the mole. Some of the sets and EVs are really weird, again with the whole slower benchmark Char-X I really don't understand the legitimate logic behind why people do this considering the continued relevancy of base 100 mons and even those like Scarf Lando-T.

Team 6: I hate these types of builds because they always lose to the same things like SD Chomp, Medicham (Clef is really not a check to this at all btw) and I don't think the archetype itself is that great personally, hasn't been for months now but meh. It's kind of humorous that part of the core Char-X is a huge threat to builds like these since a lot of them are coupled with Spikes and Char-X running an EQ variant isn't a surprise anymore which can handle a Scarftar after set up and slight prior damage.

Team 1 by yuruu is practically a joke but I think if there is one thing that and Team 3 did right it was the inclusion of Spikes to support their Zard-X sweep, which is a large reason how I think the Char-X / Starmie offenses function well.



That calculation below me though.
 
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Team 1: Bigger meme than any shitpost I've posted in the past month. Didn't think this was possible.

Team 2: Simple but not sure how it beats stall well.

Team 3: I think Team 3 has the right idea but none max speed Zard-X makes me want to throw up

Team 4: The Sub LO Kyurem-B just seems like an awful idea for longevity reasons, otherwise stuff like Defensive Slowbro and Suicune can be a problem due to how easily Kyurem-B is gonna get worn down without roost.

Team 5: Like, I kind of get these sand Zard-X builds are not bad but man seeing this build with slight variations for what I assume is about the 20th time already is kind of not a big sell. Some of the sets like Excadrill being Adamant instead of Jolly makes opposing sand builds a pain and I think Tangrowth gets a bit more hype on its defensive merit than it deserves to justify it as a sole counterplay to the mole. Some of the sets and EVs are really weird, again with the whole slower benchmark Char-X I really don't understand the legitimate logic behind why people do this considering the continued relevancy of base 100 mons and even those like Scarf Lando-T.

Team 6: I hate these types of builds because they always lose to the same things like SD Chomp, Medicham (Clef is really not a check to this at all btw) and I don't think the archetype itself is that great personally, hasn't been for months now but meh. It's kind of humorous that part of the core Char-X is a huge threat to builds like these since a lot of them are coupled with Spikes and Char-X running an EQ variant isn't a surprise anymore which can handle a Scarftar after set up and slight prior damage.

Team 1 by yuruu is practically a joke but I think if there is one thing that and Team 3 did right it was the inclusion of Spikes to support their Zard-X sweep, which is a large reason how I think the Char-X / Starmie offenses function well.



That calculation below me though.
I don't know if team one was a bigger meme than the Steven Aggron post you made in the next best thing :p
 

zbr

less than 99% acc = never hit
is a Tiering Contributor Alumnus
yuruuu my boy smashed me with that gay ass team 1 of his and i just want to say that if you think it's bad, try it out and you will realise.. that it's actually far more worse than you thought it was ;-;

gonna vote for team 1 cause the other teams are kinda meh and fun teams are always the best teams.
 

Martin

A monoid in the category of endofunctors
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Hi I'm posting to say that I've edited team 2 to have Taunt+Synthesis over SubSeed/SubGlare to give the team a better way to beat stall. It was a bit of a ten-minute job so I put Sub on it out of habit and because Bisharp is a menace, but since then I've used it a bit more and agree with AM that it really struggles with stall in hindsight. In addition to this, due to the aforementioned Bisharp being something that when faced with the optimal play is to click X, I have opted to make Starmie a situational lure with Colbur and HP Fighting to take a Sucker Punch from full or near-full and to OHKO back (which Hydro fails to do without LO). This eases the matchup a little and takes advantage of Starmie coming in to RK stuff and it baiting out Bisharp to RK it. I opted for it over Ice Beam because Zard really appreciates Grass-types being alive when it comes in due to them being setup fodder for it, meaning that it isn't really mandatory to have.
======================
Now onto my vote:

Team 1: A meme and the team doesn't really hold up in practice... like, at all. It would if you took Yuruu's suggestion in voting to run DD ZardX+regular Gyara, but given that the actual submission has regular Zard and Mega Gyara as opposed to this I just can't take this team seriously as a submission. I've memed before tho so no hate and stay awsome Yuuru xD

Team 3: This would be good if its Zard X set wasn't from 2014. It's a shame 'cause he has the right idea with the build and aside from that it is a very solid build. Also Spikes+ZardX is borked

Team 4: This team would be good if it ran Roost>Sub on Kyu and KOff>Superpower on Azu. I think also running Thunder Punch on Charizard is an option to bait Suicune, Jellicent and other fat waters which can give the team a headache in early/mid-game.

Team 5: Run Jolly Exca and max speed Zard. Also I think that AV on Torn would be a much better option, although honestly I don't really like Torny on this build much considering that it just exasparates the offensive ground weakness as opposed to helping it imo. Also Icy Wind is bad because people switch Bisharp directly into this thing for some strange reason and giving it an attack boost means that you need to just click X; use HP Ice if you want ice coverage at all. I'm not really big on this build at all and think that as far as ZardX sand goes it isn't great.

Team 6: Basically reitterating what AM said here. Loses to too much common stuff and not really a particularly good build in general.

I think that taking everything into consideration my vote has to go to team 3. That said you really, really should give zard max speed and I don't understand why non-max speed Zard even became a thing in the first place.
 

MrAldo

Hey
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Team 2 by Martin. has won this teambuilding round. Congratulations, will be added to the hall of fame shortly.

Now, for our next round!

ROUND 43:

+

A pretty sick looking combo that its acronym could be the name of an actual airline (aerogar, not even bad) so yeah. Mega Aerodactyl offers really important support for gengar putting the omnipresent assault vest tornadus-therian, most common hard check to gengar you will see, into a really awkward situation with pursuit and stone edge and gengar really appreciate mega aerodactyl disposing of it and faster threats in cant deal with like mega lopunny and talonflame. Gengar, in return, pressure the hell out of bulkier builds with unresisted coverage. If you arent using pursuit on mega aero, you are doing something wrong here imo, but thats up to you.

Round lasts until Wednesday 13th at 11:59 PM GMT -5 (Central time). Have fun everyone!
 
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I started with Mega-Aero Pursuit + STAB, while the last move could be anything that would give coverage for something specific or even Roost for longevity, but I chose Ice Fang by the simple fact of being in 2HKO Lando and Chomp.
Since Dark spam is so common Destiny Bond Gengar tends to be very useful to at least not fall alone.
Heatran to help with rocks and removes Chansey, Clefable or another wall.
Keldeo is even obvious choice for resistance to Dark. Scarf provides a good speed control in the game.
Wtf this set Ferrothorn? Fairy check, Thunder Wave to help speed control, and Knock Off removing items is always helpful. (Gyro Ball > Iron Head, even with Thunder Wave on set, because I do not intend to paralyze the same Pokemon that will attack with Gyro Ball.)
Finally, a switch Keldeo and Defog support. Watching the replay, I'm considering the damage Life Orb is very much needed, but Colbur Berry can be useful in other cases.


Aerodactyl-Mega @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wing Attack
- Pursuit
- Stone Edge
- Ice Fang

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Shadow Ball
- Focus Blast
- Destiny Bond
- Sludge Wave

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Taunt
- Magma Storm
- Earth Power

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Secret Sword
- Hidden Power [Electric]
- Hydro Pump

Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Thunder Wave
- Knock Off

Latias @ Colbur Berry
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Defog
- Roost
- Thunderbolt


 
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Mindless Behavior


Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hone Claws
- Stone Edge
- Aerial Ace
- Ice Fang

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

Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off

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

Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stealth Rock
- Outrage
- Earthquake

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




As the title describes this is basic mindless offense with hone claws aero. The idea of the team is to just hit everything hard and hope to win. Basic run down. First aero checks the two big bird of the ou meta to a certain extent. In return can kill back. I also added ice fang to 2 hit OK Landrous and garchomp. Gengar is used to beat down bulkier mons that aeros can't touch from example non-stone edge hippo and taunt to stop chansey completely. Azu for dragon check and make sure weavile doesn't 6-0 you turn one. Magnezone to trap steel types like ferros and skars with some speed control. Garchomp for a rocks. Finally Latios for defogging and a keldeo check.
 

Thinking Out Loud (Aerodactyl-Mega) @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 44 Def / 212 Spe
Jolly Nature
- Ice Fang
- Aerial Ace
- Earthquake
- Stone Edge

Jealous (Garchomp) @ Yache Berry
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Stone Edge
- Stealth Rock

People Help The People (Gengar) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Shadow Ball
- Sludge Wave
- Dazzling Gleam

Let Her Go (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Iron Head
- Fire Punch
- Healing Wish

The A Team (Rotom-Wash) @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Toxic
- Hydro Pump

Live While We're Young (Serperior) @ Leftovers
Ability: Contrary
EVs: 108 HP / 148 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Substitute
- Leaf Storm
- Leech Seed
- Hidden Power [Fire]

I tried multiple builds with Pursuit Mega Aerodactyl, but I found myself missing coverage while never actually caring much for Pursuit. Its coverage is really what makes Aerodactyl worth using at all, as it is able to hit a large portion of the metagame, including the standard Keldeo + Landorus-T + Lati builds, though I let Jirachi handle Lati. Aerodactyl's EV spread lets it live 2 CB Talonflame's Brave Bird, an old spread from XY, but there is such a large chance to meet empoleonlove on the ladder that I think it is worth it. Gengar is just standard with Dazzling Gleam for Mega Sableye to help with the stall matchup, although granted I think that you should probably just click X with this team, you can't beat it. I went with Yache Garchomp here primarily to help with Electrics, which can be very annoying for Mega Aerodactyl, especially as Earthquake only 2HKOs both Mega Manectric and Raikou. Another possible option I'm considering here is Superpower Mamoswine, but I haven't had the chance to test it out. Jirachi is the mandatory steel type on the team, and acts as a check to fairy types, as well as a revenge killer. Rotom-W provides another ground immunity to help with sand builds as well as Talonflame, although I already have Mega Aerodactyl and Garchomp which can wear it down, but you can never have enough things for this bird. It also helps to burn things, as well as provide a volt-turn core alongside Jirachi for Mega Aerodactyl to wreak havoc. ZANBAKUResh suggested Toxic on Rotom-W to help with the stall matchup, which I thought was really cool so here we go. I used a slow spread on Rotom-W for that slow volt-turn, but you can run more speed if you want, Bisharp can be an issue. I also prefer Sitrus Berry on Rotom-W (S/O AM), as it really increases its longevity on offensive teams, rather than the passive recovery of Leftovers. I don't intend to play around for so long that Leftovers recovers more than Sitrus Berry anyway... Lastly, I added Serperior to help with bulky water types that trouble Mega Aerodactyl, such as Mega Slowbro, Suicune, and stuff. HP Fire is needed to take on Ferrothorn, which Aerodactyl can't beat lacking Fire Fang.

The team plays by pivoting with Rotom-W + Jirachi, with Serperior + Mega Aerodactyl as win conditions to clean up. I try to minimize switching Aerodactyl in on Stealth Rock until everything is weakened to the point that it can clean. Granted I do not have hazard control, but I really do not think that it is necessary on this build, which relies a lot on offensive momentum, and I could be killing stuff instead of removing hazards.

Huge threats include Weavile (I have to basically rely on Jirachi to revenge it, Rotom-W can take a hit, possibly 2, and Garchomp can lure it). Mega Diancie can be problematic if it is played well, but I outspeed with Mega Aero and Jirachi so it's normally possible to play around. Thundurus is an issue, especially alongside something like Weavile which can remove Yache Berry. Spikestacking teams including Klefki can also be an issue, as you tend not to want Mega Aero paralyzed when it has such a great matchup otherwise. Never ever let Bisharp SD for free, so you can run more speed on Rotom-W as these are commonly Lum Berry variants (the most problematic imo). Fast Pokemon in general are problematic, but Mega Aerodactyl has a great matchup against offense which these Pokemon are generally seen on, so they can normally be played around.

http://replay.pokemonshowdown.com/ou-397860933 - Mega Aerodactyl puts in a lot of work against builds like these, which have zero switch ins lol. Also skillrachi.
 
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Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- Stone Edge
- Aqua Tail
- Pursuit

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

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

Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Swords Dance
- Rock Polish

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 240 Def / 20 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 240 HP / 236 SpD / 32 Spe
Careful Nature
- Stealth Rock
- Iron Head
- Body Slam
- U-turn
Starting off with aoa aero + taunt lo gar, I figured the team would appreciate keld for stuff like weavile/bish/zor, and it would add another strong attacker that appreciates the support of pursuit aero. The team needed rocks and a proper switch-in to stuff like clef / lati, so i decided on rocks rachi, which provides great bulk and pivot support for the team, and can actually be pretty useful against water types too with body slam provided it doesn't get burned by scald. I needed another check to opposing water types though that could put more pressure, and i also needed a proper excadrill answer, so I decided on rotom to add to the offensive momentum core and handle these things. Finally, I would appreciate a check to elecs and strong physical attackers while having its own offensive presence, so I chose dd yache lando (which I selected in favor of scarf so that it could help break teams for aero to clean).
 
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Eclipse

Like a chimp with a machine gun
is a Contributor Alumnus


Gengar @ Choice Specs
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Trick

Aerodactyl-Mega @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Aerial Ace
- Fire Fang

Garchomp @ Salac Berry
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Endure
- Swords Dance
- Dragon Claw
- Earthquake

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 30 Spe
- Pain Split
- Will-O-Wisp
- Hydro Pump
- Volt Switch

Cobalion @ Leftovers
Ability: Justified
EVs: 144 HP / 112 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Close Combat
- Iron Head

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Roost
- Draco Meteor
- Thunderbolt


I built this team around a really nice, underrated set in Choice Specs Gengar. It's the main breaker of the team, and its coverage lets it run amok over teams that don't pack Ghost resists. Aerodactyl provides great support for Gengar, being able to handle annoying threats such as Alakazam, and Latios with Pursuit support. STAB's and Fire Fang complete the set to help lure in Ferrothorn/Scizor to keep pressure off of the rest of the team to handle them. Next up is Rotom, my main pivot to help bring in the likes of Gengar, and I'm running 30 Speed IV's because I really appreciate being able to outslow just about all other Rotoms even though faster Rotom's are faster at the moment. I realized that I didn't have a true wincon, so I threw on Endure SD Salac Chomp (my favorite Garchomp set to use atm , literally this set is dope), as this gives me an easier time vs offense and helps me handle M-Mane, M-Lop, Thundurus and Scarf Rachi who can all prove to be insanely annoying for the rest of the team to handle. Hazard removal looked really nice, especially for Aerodactyl, so Latios was put on the team to provide me with hazard support, and Draco+Tbolt gives me great coverage and helps smack annoying Waters. Finally I'm looking really weak to Dark types, and I still needed a rocker, so I put on Cobalion. Taunt + Stealth Rock + STAB's are nice to deal with really annoying mons like T-Tar, Weavile, and Bisharp.


http://replay.pokemonshowdown.com/ou-398073855 - Not my best, but shows off the basics of the team, especially Aero Pursuit trapping Scarf Lando which was a big threat to the team, although Chomp didn't need to clean in this match.
 
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Aerodactyl-Mega (M) @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Fang
- Stone Edge
- Aerial Ace
- Pursuit

Gengar (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Dazzling Gleam/Taunt

Volcanion @ Power Herb
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Steam Eruption
- Solar Beam
- Sludge Wave

Excadrill (M) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide

Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Thunder Wave
- Leech Seed

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

To start the team off I knew I wanted to go for more of a balance or offensive approach. That being said, Mega Aerodactyl started the team off with a pursuit+STAB set to get the most out of his offensive nature. He helps deal with the lati twins as well as Mega Zam and other psychic types that give this team a problem. Pursuit also helps get some extra chip damage off on popular AV users which helps Gengar take them out later. For the last move slot I chose to go with ice fang over fire fang as it is able to 2HKO Landorus and Garchomp and I also have other ways to deal with steel types. As for Gengar I went with a pretty typical life orb set with either dazzling gleam or taunt. Dazzling gleam helps with Mega Sableye which otherwise gives this team a lot of trouble. However, taunt also works well to completely shut down chansey and other passive mons. For the next slot i knew I wanted a solid stallbreaker that is able to synergize well with Mega Aero. Volcanion seemed like a good choice because it helps get rid of bulky steel types and is just overall a very hard hitter. I went with an unusual modest power herb set for Volcanion because it good for luring in water types since they are a general switch-ins to Volc as they assume I am choiced in some way. I also went with this set because I don't have a very reliable way to deal with bulky water types. Next, I realized I have no general win condition at this point and I went with one of the best scarfers in the game, Excadrill. Excadrill provides a much needed electric immunity and it can be one of the most threatening late game sweepers with the combo of mold breaker and earthquake. Excadrill can prepare to sweep after Mega Aero takes out all of the flying types with the combination of Stone edge and Ice fang and it just leaves a lot of room for Excadrill to clean up. Since the core is very offensive at this point and I felt like I had a good late game sweeper and a solid stall breaker I wanted some mons that could take hits and just try to wear down the team as much as possible. Ferrothorn allows me to set up rocks and have some speed control with twave. Ferro is very good at widdling away the other team. For the final slot Rotom-wash seemed like a good choice as it can cripple physical mons and can provide some momentum for the rest of my team. I was torn between the standard physical set or the chesto resto set as the later can can take statuses if need be but i feel like the standard set is a bit more reliable. Overall, The team functions with Ferrothorn and Rotom setting up rocks and crippling the opposing team as much as possible and then Volcanion is able to take on the bulkier mons while Gengar and Aerodactyl can take on the more offensive mons leaving Excadrill to clean up late game. However, Mega Aero can also clean up late if he fits the job better. I've had some pretty solid success with this team and hope you guys enjoy it as much as I do! Also, thank you for reading this all the way through and thank you for flying Aerogar! (I'm sorry, I had to)
 

p2

Banned deucer.

Aerodactyl-Mega @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Roost
- Stone Edge
- Aerial Ace

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Icy Wind

Landorus-Therian (M) @ Earth Plate
Ability: Intimidate
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Earthquake
- Stealth Rock
- Stone Edge
- Swords Dance

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 88 SpA / 168 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Dazzling Gleam
- Thunder Wave
- Magic Coat

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
- Psyshock
- Roost
- Hidden Power [Fire]


i think this core sucks and is really badly walled by sableye so i just put dogshit hyper offense mons and tried to make something of it
 
http://pastebin.com/3r6sVyAe


ok so i have a mega sab check, entry hazard removal, a wincon that benefits from healling wish, and a pursuit m-aero to trap like starmie/latios so lando-t doesn't have to worry abt setting up on those idk. seemed like a good idea. ice fang to bop garchomp/lando-t for lando-t and general support is provided for ferrothorn. idk the core doesn't offer very much imo, but here we go.


edit:

replay vs DennisEG :) http://replay.pokemonshowdown.com/ou-399485491
 
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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
Ah, thats much better, thanks a lot everyone for their contributions!

Voting time!

Team 1

Aerodactyl-Mega @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Wing Attack
- Pursuit
- Stone Edge
- Ice Fang

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Shadow Ball
- Focus Blast
- Destiny Bond
- Sludge Wave

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Taunt
- Magma Storm
- Earth Power

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Secret Sword
- Hidden Power [Electric]
- Hydro Pump

Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Power Whip
- Gyro Ball
- Thunder Wave
- Knock Off

Latias @ Colbur Berry
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Defog
- Roost
- Thunderbolt
I started with Mega-Aero Pursuit + STAB, while the last move could be anything that would give coverage for something specific or even Roost for longevity, but I chose Ice Fang by the simple fact of being in 2HKO Lando and Chomp.
Since Dark spam is so common Destiny Bond Gengar tends to be very useful to at least not fall alone.
Heatran to help with rocks and removes Chansey, Clefable or another wall.
Keldeo is even obvious choice for resistance to Dark. Scarf provides a good speed control in the game.
Wtf this set Ferrothorn? Fairy check, Thunder Wave to help speed control, and Knock Off removing items is always helpful. (Gyro Ball > Iron Head, even with Thunder Wave on set, because I do not intend to paralyze the same Pokemon that will attack with Gyro Ball.)
Finally, a switch Keldeo and Defog support. Watching the replay, I'm considering the damage Life Orb is very much needed, but Colbur Berry can be useful in other cases.


Team 2

Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hone Claws
- Stone Edge
- Aerial Ace
- Ice Fang

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

Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off

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

Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Stealth Rock
- Outrage
- Earthquake

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost
As the title describes this is basic mindless offense with hone claws aero. The idea of the team is to just hit everything hard and hope to win. Basic run down. First aero checks the two big bird of the ou meta to a certain extent. In return can kill back. I also added ice fang to 2 hit OK Landrous and garchomp. Gengar is used to beat down bulkier mons that aeros can't touch from example non-stone edge hippo and taunt to stop chansey completely. Azu for dragon check and make sure weavile doesn't 6-0 you turn one. Magnezone to trap steel types like ferros and skars with some speed control. Garchomp for a rocks. Finally Latios for defogging and a keldeo check.


Team 3

Thinking Out Loud (Aerodactyl-Mega) @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 44 Def / 212 Spe
Jolly Nature
- Ice Fang
- Aerial Ace
- Earthquake
- Stone Edge

Jealous (Garchomp) @ Yache Berry
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Stone Edge
- Stealth Rock

People Help The People (Gengar) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Focus Blast
- Shadow Ball
- Sludge Wave
- Dazzling Gleam

Let Her Go (Jirachi) @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Iron Head
- Fire Punch
- Healing Wish

The A Team (Rotom-Wash) @ Sitrus Berry
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Volt Switch
- Will-O-Wisp
- Toxic
- Hydro Pump

Live While We're Young (Serperior) @ Leftovers
Ability: Contrary
EVs: 108 HP / 148 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Substitute
- Leaf Storm
- Leech Seed
- Hidden Power [Fire]
I tried multiple builds with Pursuit Mega Aerodactyl, but I found myself missing coverage while never actually caring much for Pursuit. Its coverage is really what makes Aerodactyl worth using at all, as it is able to hit a large portion of the metagame, including the standard Keldeo + Landorus-T + Lati builds, though I let Jirachi handle Lati. Aerodactyl's EV spread lets it live 2 CB Talonflame's Brave Bird, an old spread from XY, but there is such a large chance to meet empoleonlove on the ladder that I think it is worth it. Gengar is just standard with Dazzling Gleam for Mega Sableye to help with the stall matchup, although granted I think that you should probably just click X with this team, you can't beat it. I went with Yache Garchomp here primarily to help with Electrics, which can be very annoying for Mega Aerodactyl, especially as Earthquake only 2HKOs both Mega Manectric and Raikou. Another possible option I'm considering here is Superpower Mamoswine, but I haven't had the chance to test it out. Jirachi is the mandatory steel type on the team, and acts as a check to fairy types, as well as a revenge killer. Rotom-W provides another ground immunity to help with sand builds as well as Talonflame, although I already have Mega Aerodactyl and Garchomp which can wear it down, but you can never have enough things for this bird. It also helps to burn things, as well as provide a volt-turn core alongside Jirachi for Mega Aerodactyl to wreak havoc. ZANBAKUResh suggested Toxic on Rotom-W to help with the stall matchup, which I thought was really cool so here we go. I used a slow spread on Rotom-W for that slow volt-turn, but you can run more speed if you want, Bisharp can be an issue. I also prefer Sitrus Berry on Rotom-W (S/O AM), as it really increases its longevity on offensive teams, rather than the passive recovery of Leftovers. I don't intend to play around for so long that Leftovers recovers more than Sitrus Berry anyway... Lastly, I added Serperior to help with bulky water types that trouble Mega Aerodactyl, such as Mega Slowbro, Suicune, and stuff. HP Fire is needed to take on Ferrothorn, which Aerodactyl can't beat lacking Fire Fang.

The team plays by pivoting with Rotom-W + Jirachi, with Serperior + Mega Aerodactyl as win conditions to clean up. I try to minimize switching Aerodactyl in on Stealth Rock until everything is weakened to the point that it can clean. Granted I do not have hazard control, but I really do not think that it is necessary on this build, which relies a lot on offensive momentum, and I could be killing stuff instead of removing hazards.

Huge threats include Weavile (I have to basically rely on Jirachi to revenge it, Rotom-W can take a hit, possibly 2, and Garchomp can lure it). Mega Diancie can be problematic if it is played well, but I outspeed with Mega Aero and Jirachi so it's normally possible to play around. Thundurus is an issue, especially alongside something like Weavile which can remove Yache Berry. Spikestacking teams including Klefki can also be an issue, as you tend not to want Mega Aero paralyzed when it has such a great matchup otherwise. Never ever let Bisharp SD for free, so you can run more speed on Rotom-W as these are commonly Lum Berry variants (the most problematic imo). Fast Pokemon in general are problematic, but Mega Aerodactyl has a great matchup against offense which these Pokemon are generally seen on, so they can normally be played around.
http://replay.pokemonshowdown.com/ou-397860933 - Mega Aerodactyl puts in a lot of work against builds like these, which have zero switch ins lol. Also skillrachi.


Team 4

Aerodactyl-Mega @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aerial Ace
- Stone Edge
- Aqua Tail
- Pursuit

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

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

Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Swords Dance
- Rock Polish

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 240 Def / 20 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 240 HP / 236 SpD / 32 Spe
Careful Nature
- Stealth Rock
- Iron Head
- Body Slam
- U-turn
Starting off with aoa aero + taunt lo gar, I figured the team would appreciate keld for stuff like weavile/bish/zor, and it would add another strong attacker that appreciates the support of pursuit aero. The team needed rocks and a proper switch-in to stuff like clef / lati, so i decided on rocks rachi, which provides great bulk and pivot support for the team, and can actually be pretty useful against water types too with body slam provided it doesn't get burned by scald. I needed another check to opposing water types though that could put more pressure, and i also needed a proper excadrill answer, so I decided on rotom to add to the offensive momentum core and handle these things. Finally, I would appreciate a check to elecs and strong physical attackers while having its own offensive presence, so I chose dd yache lando (which I selected in favor of scarf so that it could help break teams for aero to clean).


Team 5

Gengar @ Choice Specs
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Trick

Aerodactyl-Mega @ Aerodactylite
Ability: Unnerve
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Aerial Ace
- Fire Fang

Garchomp @ Salac Berry
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Endure
- Swords Dance
- Dragon Claw
- Earthquake

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 30 Spe
- Pain Split
- Will-O-Wisp
- Hydro Pump
- Volt Switch

Cobalion @ Leftovers
Ability: Justified
EVs: 144 HP / 112 Atk / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Close Combat
- Iron Head

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Defog
- Roost
- Draco Meteor
- Thunderbolt
I built this team around a really nice, underrated set in Choice Specs Gengar. It's the main breaker of the team, and its coverage lets it run amok over teams that don't pack Ghost resists. Aerodactyl provides great support for Gengar, being able to handle annoying threats such as Alakazam, and Latios with Pursuit support. STAB's and Fire Fang complete the set to help lure in Ferrothorn/Scizor to keep pressure off of the rest of the team to handle them. Next up is Rotom, my main pivot to help bring in the likes of Gengar, and I'm running 30 Speed IV's because I really appreciate being able to outslow just about all other Rotoms even though faster Rotom's are faster at the moment. I realized that I didn't have a true wincon, so I threw on Endure SD Salac Chomp (my favorite Garchomp set to use atm , literally this set is dope), as this gives me an easier time vs offense and helps me handle M-Mane, M-Lop, Thundurus and Scarf Rachi who can all prove to be insanely annoying for the rest of the team to handle. Hazard removal looked really nice, especially for Aerodactyl, so Latios was put on the team to provide me with hazard support, and Draco+Tbolt gives me great coverage and helps smack annoying Waters. Finally I'm looking really weak to Dark types, and I still needed a rocker, so I put on Cobalion. Taunt + Stealth Rock + STAB's are nice to deal with really annoying mons like T-Tar, Weavile, and Bisharp.
http://replay.pokemonshowdown.com/ou-398073855 - Not my best, but shows off the basics of the team, especially Aero Pursuit trapping Scarf Lando which was a big threat to the team, although Chomp didn't need to clean in this match.


Team 6

Aerodactyl-Mega (M) @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Ice Fang
- Stone Edge
- Aerial Ace
- Pursuit

Gengar (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Dazzling Gleam/Taunt

Volcanion @ Power Herb
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Steam Eruption
- Solar Beam
- Sludge Wave

Excadrill (M) @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide

Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Thunder Wave
- Leech Seed

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
To start the team off I knew I wanted to go for more of a balance or offensive approach. That being said, Mega Aerodactyl started the team off with a pursuit+STAB set to get the most out of his offensive nature. He helps deal with the lati twins as well as Mega Zam and other psychic types that give this team a problem. Pursuit also helps get some extra chip damage off on popular AV users which helps Gengar take them out later. For the last move slot I chose to go with ice fang over fire fang as it is able to 2HKO Landorus and Garchomp and I also have other ways to deal with steel types. As for Gengar I went with a pretty typical life orb set with either dazzling gleam or taunt. Dazzling gleam helps with Mega Sableye which otherwise gives this team a lot of trouble. However, taunt also works well to completely shut down chansey and other passive mons. For the next slot i knew I wanted a solid stallbreaker that is able to synergize well with Mega Aero. Volcanion seemed like a good choice because it helps get rid of bulky steel types and is just overall a very hard hitter. I went with an unusual modest power herb set for Volcanion because it good for luring in water types since they are a general switch-ins to Volc as they assume I am choiced in some way. I also went with this set because I don't have a very reliable way to deal with bulky water types. Next, I realized I have no general win condition at this point and I went with one of the best scarfers in the game, Excadrill. Excadrill provides a much needed electric immunity and it can be one of the most threatening late game sweepers with the combo of mold breaker and earthquake. Excadrill can prepare to sweep after Mega Aero takes out all of the flying types with the combination of Stone edge and Ice fang and it just leaves a lot of room for Excadrill to clean up. Since the core is very offensive at this point and I felt like I had a good late game sweeper and a solid stall breaker I wanted some mons that could take hits and just try to wear down the team as much as possible. Ferrothorn allows me to set up rocks and have some speed control with twave. Ferro is very good at widdling away the other team. For the final slot Rotom-wash seemed like a good choice as it can cripple physical mons and can provide some momentum for the rest of my team. I was torn between the standard physical set or the chesto resto set as the later can can take statuses if need be but i feel like the standard set is a bit more reliable. Overall, The team functions with Ferrothorn and Rotom setting up rocks and crippling the opposing team as much as possible and then Volcanion is able to take on the bulkier mons while Gengar and Aerodactyl can take on the more offensive mons leaving Excadrill to clean up late game. However, Mega Aero can also clean up late if he fits the job better. I've had some pretty solid success with this team and hope you guys enjoy it as much as I do! Also, thank you for reading this all the way through and thank you for flying Aerogar! (I'm sorry, I had to)


Team 7

Aerodactyl-Mega @ Aerodactylite
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Taunt
- Roost
- Stone Edge
- Aerial Ace

Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Icy Wind

Landorus-Therian (M) @ Earth Plate
Ability: Intimidate
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Earthquake
- Stealth Rock
- Stone Edge
- Swords Dance

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 88 SpA / 168 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Dazzling Gleam
- Thunder Wave
- Magic Coat

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
- Psyshock
- Roost
- Hidden Power [Fire]
i think this core sucks and is really badly walled by sableye so i just put dogshit hyper offense mons and tried to make something of it


Team 8

queen of clubs (Aerodactyl-Mega) @ Aerodactylite
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Roost
- Pursuit
- Ice Fang
- Stone Edge

riot (Gengar) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Shadow Ball
- Sludge Bomb
- Focus Blast

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

by the coast (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Icy Wind
- Scald
- Secret Sword
- Hydro Pump

the big big beat (Landorus-Therian) @ Soft Sand
Ability: Intimidate
EVs: 56 HP / 220 Atk / 232 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Earthquake
- Stone Edge

skylar diggins (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Stealth Rock
- Leech Seed
- Gyro Ball
- Power Whip
ok so i have a mega sab check, entry hazard removal, a wincon that benefits from healling wish, and a pursuit m-aero to trap like starmie/latios so lando-t doesn't have to worry abt setting up on those idk. seemed like a good idea. ice fang to bop garchomp/lando-t for lando-t and general support is provided for ferrothorn. idk the core doesn't offer very much imo, but here we go.


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