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



Scolipede @ Leftovers
Ability: Speed Boost
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Substitute
- Protect
- Megahorn
- Baton Pass

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 8 HP / 252 Atk / 32 Def / 216 Spe
Jolly Nature
- Swords Dance
- Crabhammer
- Aqua Jet
- Knock Off

Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 176 SpA / 100 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Synthesis
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- U-turn
- Stone Edge
- Earthquake

Infernape @ Life Orb
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Focus Blast
- Slack Off / Mach Punch

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


Long (lol) time ago, I built a Team with Agility Pass Gliscor with Crawdaunt abuser. Now I ricicled this idea, but I changed the BPasser: Scolipede can pass Agility and Substitute at the same time without wastes of move slots. Infernape is the second abuser, I run a full SpAttacker Nasty Plot, but Mach Punch is great for last move: so, you can't take dmgs from Bisharp's Sucker Punch and Weavile when you haven't Speed Boosting. At the support, Mega Venusaur is pretty well in this team, it complete the FGW and lower the pressure of Electrics, Fairies, Waters, Fights. Now, Landot is obligatory, so I'm too weak in Lopunny, Medicham, Metagross and Sands with Excadrill... and because Landorus/Garchomp are a fundamental option for offensive teams. At the last I put Jirachi for HWish support, revengekilling and have a Steel type.

With this team you must be in alert against team with Talonflame, you must setting the SR as soon as possible and limiting the entries of defoggers.
 
Power


Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Swords Dance

Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Hasty Nature
- Taunt
- Knock Off
- Hurricane
- Heat Wave

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

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

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- U-turn
- Bullet Punch
- Swords Dance
- Roost

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

As you can see the team is just a common volt-turn with two wall breakers and a swords dance scizor for a late game sweeper. I going to keep this brief because the sets are standard. SD daunt for sweeping with jet or get a heavy hit on something. Orb torn to hit hard and fast. Latios for hazard control and keldeo check one. Rocks Lando for physical check one. Scizor for late game sweeper and physical check two. Finally, Rotom for keldeo check two and physical check three. Oh my lati answers is hoping they don't have hp fire.
 

MrAldo

Hey
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Its V-V-V-V-V-V-VOTING TIME! (Somebody has a Mega Latias fetish around here...)

Team 1

Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Crunch
- Aqua Jet
- Crabhammer

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 32 Atk / 44 Def / 124 SpD / 60 Spe
Impish Nature
- Bullet Punch
- U-turn
- Swords Dance
- Roost

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

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Knock Off

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

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Toxic
- Taunt
this is a team i built a week or two ago and its based around the daunt + mzor core. mzor checks mega alt for daunt, they both wear keldeo down for each other, and zor can bring daunt in with uturn. added latios next for electric check/keldeo check. next scarf lando to revenge kill like everything. clef was next as a check to mlop and a secondary check to stuff like mdiancie. last was heatran which sets rocks walls like everything (except eq zardx which is broken anyways). sand mu might look a little shaky on the surface but cb daunt puts in insane amounts of work vs those builds.


Team 2

Tangrowth @ Rocky Helmet
Ability: Regenerator
Shiny: Yes
EVs: 252 HP / 252 Def / 4 SpD
Relaxed Nature
- Knock Off
- Sleep Powder
- Leech Seed
- Giga Drain

Crawdaunt @ Life Orb
Ability: Adaptability
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Crabhammer
- Knock Off
- Aqua Jet

Latias-Mega @ Latiasite
Ability: Levitate
Shiny: Yes
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Surf
- Draco Meteor
- Roost

Diggersby @ Choice Band
Ability: Huge Power
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Frustration
- Fire Punch
- Earthquake
- Quick Attack

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Knock Off

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 168 SpD / 92 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Toxic
- Taunt
- Lava Plume
http://replay.pokemonshowdown.com/ou-415821784

A team around Crawdaunt and M-Latias. Tangrowth hits physical hits while providing a nice ground resist to the team and utility to the team with sleep powder. Heatran provides rocks and a fairy and dragon resist while checking M-Scizor. M-Latias can Late game sweep, Take Hits from Keldeo, Charizard Y, etc and check them. CB Diggersby Wall breaks for this team and breaks some Stall teams along side crawdaunt while 2 hit Ko'ing Tangrowth and Slowbro and other physical walls.

252+ Atk Choice Band Huge Power Diggersby Return vs. 252 HP / 232+ Def Slowbro: 220-261 (55.8 - 66.2%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Choice Band Huge Power Diggersby Return vs. 252 HP / 252+ Def Tangrowth: 199-235 (49.2 - 58.1%) -- 98% chance to 2HKO

252+ Atk Choice Band Huge Power Diggersby Fire Punch vs. 252 HP / 252+ Def Skarmory: 180-214 (53.8 - 64%) -- guaranteed 2HKO after Leftovers recovery

And Scarf Landorus-T is there for speed control for M-Lopunny, M-Manectric, Latios, Gengar, Tornadus-T and other fast pokemon that give this team trouble.


Team 3

Dr. Zoidberg (Crawdaunt) @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Crabhammer
- Aqua Jet
- Knock Off

Fairy Killer (Metagross-Mega) @ Metagrossite
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Ice Punch
- Pursuit
- Zen Headbutt

Br Rules (Infernape) @ Life Orb
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Naive / Jolly Nature
- Close Combat
- Flare Blitz
- Slack Off
- Grass Knot / Stone Edge

Ban Pursuit (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Surf / Thunderbolt
- Defog
- Roost

Lakitu (Thundurus) @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Nasty Plot

P-Don OU (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- U-turn
- Stone Edge
- Earthquake
Crawdaunt SD to fat break and slower balanced.
Mega Metagross to press Mega Venu with Zen Headbutt and other Grass with Ice Punch, plus support Pursuit.
Infernape against Bisharp, M-Scizor. The last move is to lure Quagsire or take Talonflame on a switch.
Defog support and Keldeo switch, Latias is pretty anemic compared to Latios, but she can switch in Mega Manectric HP Ice after rocks, and this is very important.
Thundurus excellent speed and emergency Thunder Wave, Nasty Plot to WinCon at the end of the battle.
Finally, a glue, support rocks... This is Landorus-T, almost mandatory in every non-stall team, does not need presentations.
http://replay.pokemonshowdown.com/ou-421760691 Against a solid Dual weather team, Grass Knot Nape and double switchs works well.


Team 4

Karkat (Crawdaunt) @ Life Orb
Ability: Adaptability
EVs: 16 HP / 252 Atk / 240 Spe
- Crabhammer
- Knock Off
- Aqua Jet
- Swords Dance

Nepeta (Scolipede) @ Lansat Berry
Ability: Speed Boost
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Baton Pass
- Protect
- Substitute
- Megahorn

Vriska (Diancie) @ Diancite
Ability: Clear Body
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Sharpen
- Diamond Storm
- Moonblast
- Hidden Power [Fire]

Kanaya (Volcarona) @ Passho Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
IVs: 0 Atk
Timid Nature
- Quiver Dance
- Fire Blast
- Giga Drain
- Bug Buzz

Gamzee (Breloom) @ Lansat Berry
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Mach Punch
- Bullet Seed
- Natural Gift

Eridan (Seismitoad)
Ability: Water Absorb
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Scald
- Earth Power
- Sludge Wave
Did you know that Crabhammer has an increased Critical Hit ratio? With that Focus Energy passed to it from Scolipede, Crawdaunt reliably 2HKOs everything except for some random shit nobody cares about... at +0. Nothing is safe after a Swords Dance. Jolly is necessary to outspeed Megazam and Megadactyl at +2, while a few EVs moved into HP don't really wreck my speed tier but give it another turn of Life Orb damage. Mega Diancie breaks stall (nothing on stall really tolerates +1 Diamond Storms, except for Quagsire, which is wrecked by even uninvested Moonblast), stops all phasing (fuck DTail), and checks birds. Also if I used Espeon, it would be too much like this rmt. Volcarona is added to bust up common balance cores and Steel- and Grass-types, especially Breloom. Passho Berry is necessary for miscellaneous Crawdaunts and Azumarills, and to let it get a QD off on Keldeo. Breloom is the sand check, especially with Natural Gift+Lansat Berry taking a chunk out of bulky Grass-types that sand likes to switch into it. Seismitoad is the optimal Stealth Rock user here, since it counters any Electric-type that doesn't have Grass Knot, pressures Keldeo and Ground-types, checks Rain teams, etc. It runs an offensive set to keep up the pressure, and goes itemless to survive +2 LO Koff from Bisharp.


Team 5

Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Crabhammer
- Knock Off
- Crunch
- Aqua Jet

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Knock Off
- Bullet Punch
- Roost

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Heart Stamp
- Iron Head
- Fire Punch

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 116 Def / 144 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Sludge Bomb
- Clear Smog

Raikou @ Assault Vest
Ability: Pressure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Shadow Ball
Crawdaunt is the pokemon I built around and tried to get the best use out of it, I chosen the choice band set so I can hit enemies hard and since It can break down stall quite easy I wanted to try to get much use out of the crab as possible so I give it nice volt/turn support from 3 different pokemon but before I get to them Crawdaunt's partner in crime is mega scizor and having mega zor on this team is very needed since its the only counter to weavile and kyurem-b barring hp fire, mega scizor and craw really benefit each for since craw helps break down threats while mega scizor just cleans up weaken pokemon with bullet punch, lando-t is nice to set up rocks which is always needed and u-turn for momentum which if in the right situation crawdaunt can take advantage quite easily, jirachi is my next choice with the scarf set so I can have some good speed tier on my team so I can out pace pokemon like lopunny and torn-t also fills in the role to counter hp fire latios once while can switch in multiple times vs other latis set also u turn again really helps gives the team and crawdaunt nice momentum, amoonguss is my next choice since it really helps beat keldeo so nicely gave it a more special defensive amoonguss to handle electric types better also regen+spore fits so nicely for this team and finally I chosen assault vest raikou now this slot use to be thundurus since I needed something to beat bulky waters nicely but the main problem I had with thundurus made the team weak to mega manectric and nearly lost to it but luckily he let my mega scizor set up so I got lucky with the win while raikou on the other hand really handles mega manectric very well and while assault vest is raik's weakest viable set but on this team it just fits super nice and having that extra bulk is always appreciated.


Team 6

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Aqua Jet
- Crabhammer

Metagross @ Custap Berry
Ability: Clear Body
EVs: 76 HP / 252 Atk / 180 Spe
Adamant Nature
- Pursuit
- Stealth Rock
- Meteor Mash
- Explosion

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

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]

Pinsir-Mega @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Return
- Close Combat
- Quick Attack

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Surf
- Roost
The build originally came up with azelf in place of metagross, but i noticed after testing the team, that it was pretty weak to latios (The team is still a little weak to HP fire latios, as you can see). Basically, the only viable set for daunt is SD + LO, but there are variants of it, like SD + Dread Plate or Splash Plate for no Life Orb recoil, and the less common CB daunt, that is a cool set, but the team was involved on SD + LO set. Metagross is not very common on the dark spam metagame, but I was sure about one thing, no one would expect a DPP set that was forgotten gen 4 metagame(I really like DPP, but it's was not my idea, a friend of mine had this incredible idea, and I really liked it), so metagross EVs was programmed to survive an EQ of lando-t defensive, and a offensive chomp set EQ too, basically to settup SR, and after that BOOM, but if the opp is using lati@s, save this little boy for the future, because it's also used to trap lati@s with pursuit, and it can easily deal with clefable(If the clefable show up flamethrower click X, ok jk) and other pokemons that are weak to its most powerful STAB move. Well, as you guys know, if meta is a suicide leader(or not, hehe), you can't just go on, and click defog on latios, there came the idea of using scarf excadrill, for not much damage of rocks, and it's a very nice hazard removal that was very cool on XY and early ORAS, but after that, no scarf exca anymore, just offensive sand rush sweeper, it can be used to take on rotom-w if you predict well. The rest of the team was basically the normal building, keldeo for dark spam checking (not including CB ttar), and a very common threat for every team with no switch for it, I went for scarf, because it's a way to regenge kill mega punny, and that's not all, ORAS is not a metagame that refuses 2 scarfs for speed control/revenge kill, it's just a way to be sure of getting rid from fast threats. Mega pinsir is the main mega of every HO(even if you say that this is not completely a HO), and I went for hyper cutter especially because of lando-t, intimidate on pinsir will fail if it's not in its mega form, and +2 return aerialite mega-pinsir 1hko lando-t at any % of HP. And the last but not the less important, latios, it's a powerful and decent wallbreaker in the metagame, and can 2hko CB ttar with surf after rocks, also it's usually the keldeo check on HO, not satisfied? it can check rotom-w too, for not risking burn or hydro on exca. The team has basically 2 top threats, ferrothorn and thundurus, because the switch form thundurus is palmeiras' mundial(Just a brazilian meme, sorry), and ferrothorn 2hko keldeo with power whip, and settup rocks, but if you do the right plays you can go for it even if the matchup is not good for you.


Team 7

Skarmory @ Custap Berry
Ability: Sturdy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Spikes
- Taunt
- Brave Bird

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

Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Crunch
- Crabhammer
- Knock Off
- Aqua Jet

Thundurus @ Life Orb
Ability: Defiant
EVs: 68 Atk / 188 SpA / 252 Spe
Naive Nature
- Thunderbolt
- Knock Off
- Superpower
- Grass Knot

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

Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Close Combat
- Swords Dance
- Extreme Speed
- Ice Punch
Standard Skarmory HO team. Skarm set is the super standard Suicide Lead set. Taunt LO Gengar spinblocks, while stallbreaking and being my best answer to Clef, Loom, Tang and putting lots of pressure to balance team in general. Mixed Defiant Thundy is another classic HO mon, breaking physical walls with ease and deterring Defog; went with GK over HP Ice for annoying stuff like Quagsire, Gastro and Seismitoad. Picked CB Daunt over LO cause my team needed more immediate power to break defensive teams, and CB Jet is super spammable late game. Mega Lop destroys offense with hazard support; QA over Ice Punch cause Lucario already has it and I don't need additional coverage vs Lando, Chomp and stuff. SD Luke round up the team, being both a great wallbreaker vs defensive teams and a fantastic cleaner with ESpeed.


Team 8

Cloyster @ Choice Band
Ability: Skill Link
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Icicle Spear
- Rock Blast
- Ice Shard
- Explosion

Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Crunch

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Bullet Punch

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- Swords Dance

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 29 HP
- Icicle Crash
- Knock Off
- Swords Dance
- Ice Shard

Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Rapid Spin
- Iron Head
- Rock Slide
quad priority, ice spam, wallbreaker spam with a lando-t and excadrill

cb cloy hits surprisingly hard it's actually not that horrible


Team 9

Scolipede @ Leftovers
Ability: Speed Boost
EVs: 248 HP / 8 Atk / 252 Spe
Jolly Nature
- Substitute
- Protect
- Megahorn
- Baton Pass

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 8 HP / 252 Atk / 32 Def / 216 Spe
Jolly Nature
- Swords Dance
- Crabhammer
- Aqua Jet
- Knock Off

Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 232 HP / 176 SpA / 100 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Synthesis
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 8 SpD / 8 Spe
Impish Nature
- Stealth Rock
- U-turn
- Stone Edge
- Earthquake

Infernape @ Life Orb
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Focus Blast
- Slack Off / Mach Punch

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Iron Head
- Ice Punch
- Healing Wish
Long (lol) time ago, I built a Team with Agility Pass Gliscor with Crawdaunt abuser. Now I ricicled this idea, but I changed the BPasser: Scolipede can pass Agility and Substitute at the same time without wastes of move slots. Infernape is the second abuser, I run a full SpAttacker Nasty Plot, but Mach Punch is great for last move: so, you can't take dmgs from Bisharp's Sucker Punch and Weavile when you haven't Speed Boosting. At the support, Mega Venusaur is pretty well in this team, it complete the FGW and lower the pressure of Electrics, Fairies, Waters, Fights. Now, Landot is obligatory, so I'm too weak in Lopunny, Medicham, Metagross and Sands with Excadrill... and because Landorus/Garchomp are a fundamental option for offensive teams. At the last I put Jirachi for HWish support, revengekilling and have a Steel type.

With this team you must be in alert against team with Talonflame, you must setting the SR as soon as possible and limiting the entries of defoggers.


Team 10

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Crabhammer
- Knock Off
- Aqua Jet
- Swords Dance

Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Hasty Nature
- Taunt
- Knock Off
- Hurricane
- Heat Wave

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

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

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- U-turn
- Bullet Punch
- Swords Dance
- Roost

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
As you can see the team is just a common volt-turn with two wall breakers and a swords dance scizor for a late game sweeper. I going to keep this brief because the sets are standard. SD daunt for sweeping with jet or get a heavy hit on something. Orb torn to hit hard and fast. Latios for hazard control and keldeo check one. Rocks Lando for physical check one. Scizor for late game sweeper and physical check two. Finally, Rotom for keldeo check two and physical check three. Oh my lati answers is hoping they don't have hp fire.
Yay, I did on time! Voting lasts until Saturday 27th at 11:59 PM (GMT -5). May the best one win!
 
Last edited:

Freeroamer

The greatest story of them all.
is a Community Contributoris a Top Tiering Contributor
Team 1 is a team Nedor used ages ago in OUPL so it seems very strange to see it here in a building contest

Team 10 seems to have the least flaws out of the remaining teams so there we go
 

HailFall

my cancer is sun and my leo is moon
i built team 1 on my own. i didnt steal it from nedor and post it here we just came up with similar builds i guess. if theres an issue just remove mine from the voting.
 

Sakis

Banned deucer.
i think team 10 looks more solid so i vote for that. However shoutouts to the Cloyster guy. Cloy the god is here to take lifes ;D
 

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