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

FlamingVictini

FV - msg on discord FlamingVictini#3784
is a Top Tiering Contributorwon the 16th Official Smogon Tournamentis a Three-Time Past WCoP Champion
was definitely expecting teams like 1 and 10 when i saw that craw was up for this round since craw fits well on those scizor bo voltturn type builds, which often use the same mons (zor, rotom, clef, lando, garchomp, tornadus, heatran, latios, amoonguss). I personally prefer team 1 between the two due to the set choices mostly.
 

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
Aldo is trying to preserve his 1k post which would, in an unsurprising turn of events, be something RU related (cwl), so he let me post on his behalf.

Team 1 by HailFall has won this teambuilding round! Congratulations, it will be added to the hall of fame shortly (when Aldo feels like it).

Lets get this going.

ROUND 49: Hydreigon + Dugtrio

+


Sweet and simple.

Building Round lasts until Sunday 25th at 10:00 PM GMT -5. NO FUN ALLOWED!
 

HailFall

my cancer is sun and my leo is moon
Hydra + Mzor VoltTurn Offense

(i only played 1 game with this team at 1400 elo but i won it must be good)​
Hydreigon @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Dark Pulse
- Draco Meteor
- Flash Cannon
- U-turn

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Naive Nature
IVs: 21 HP / 0 Def / 0 SpD
- Earthquake
- Reversal
- Screech
- Stone Edge

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 244 HP / 32 Atk / 52 Def / 124 SpD / 56 Spe
Impish Nature
- Bullet Punch
- U-turn
- Roost
- Swords Dance

Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Hidden Power [Fire]
- Roost
- Defog

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 72 Def / 20 SpD / 168 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Impish Nature
- Earthquake
- Stone Edge
- Swords Dance
- Stealth Rock

I started out with the hydra + duggy core that was pretty obviously meant to be specs hydra + screech duggy to trap ttar and bish and stuff and trap chansey as p2 said. went u-turn on hydra over fire blast to ease prediction and give duggy free switches in. thought mzor would make for a decent partner to take on fairies that come in on hydra as it u-turns, check weavile, check lopunny, pressure keldeo, form a double u-turn core, and its also another thnig that loves duggy as it can trap heatran for sciz. added latios to clear rocks and check keldeo and soft check electrics and whatever while also luring mscizor as my team is kinda weak to it. next was fast rotom-w to handle torn, offensive mzor, bish, excadrill, etc and is another link in the voltturn core. finally added lando-t to be another check to lop, check brokne mon supreme zardx, set rocks, and pressure clefable and mega scizor thanks to sd. you can run u-turn too as this team has ways of dealing with both, you just gotta play more carefully around those mons.
 
Last edited:

Amane Misa

Bring Them Home Now!
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnus
Medusa
(because both hydra and duggy have 3 heads)


Hydreigon @ Choice Specs​
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Flash Cannon
- U-turn

Dugtrio @ Custap Berry
Ability: Arena Trap
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 21 HP / 0 Def / 0 SpD
- Earthquake
- Screech
- Reversal
- Endure

Escavalier @ Assault Vest
Ability: Overcoat
EVs: 248 HP / 172 Atk / 88 Spe
Adamant Nature
- Megahorn
- Iron Head
- Pursuit
- Knock Off

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 232 Def / 28 SpD
Impish Nature
IVs: 29 Spe
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge

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

Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 1 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Flamethrower
- Hidden Power [Ice]


Hydreigon is an extremely powerful wallbreaker. As said above, the way to go is Specs Hydreigon + Screech Dugtrio, mainly to trap Chansey and Clefable.

I decided that Custap Dugtrio is the set I want to use because my team lacks hazard removal. 21 HP IVs ensure Dugtrio is at 1HP after 2 Seismic Tosses so if Screech misses you could still hit hard with Reversal.

Both Dugtrio and Hydreigon have a hard time switching into Fairy types and fast psychics so I thought Mega Scizor would be a good idea Escavalier could be... nice? It traps Lati@s with ease (unless they have HP Fire but it could still survive one) and it also eats any Fire type attack from fairy types and hits back with an Iron Head. Max HP for bulk, speed EVs allows it to outspeed uninvested base 30s like Amoonguss and Slowbro and rest into attack.

I wanted a physical attackers check and a Stealth Rock user that doesn't lose momentum all the time so I decided Landorus-T is a great idea here. It sets up rocks, checks physical attackers and brings Hydreigon in with a slow U-turn.

Since Chansey is trapped by Dugtrio and I needed a stallbreaker I thought Clefable could be a great idea. I wanted Life Orb instead of Leftovers for stall because I already have Landorus-T for Mega Lopunny and Escavalier for Latios.

Now that I had 5 members and still didn't use my mega slot, I was looking for a mega to complete the team. Mega Manectric looked cool because it completes a VoltTurn core with Landorus-T and Electric is a really good offensive typing in competitive.

http://replay.pokemonshowdown.com/ou-428105245
 


Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 21 HP / 0 Def / 0 SpD
- Earthquake
- Reversal
- Screech
- Stealth Rock

Hydreigon @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Flash Cannon
- U-turn

Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Substitute
- Roost

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Crunch
- Superpower
- Stone Edge
- Pursuit

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

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


Trappers + wincons
Dugtrio traps Chansey and Heatran, making Hydreigon more spammeable.
Charizard Y really enjoy Chansey and Heatran rip, and also Electric-Types as Raikou. Focus Blast here is dispensable, then I put Substitute to protect status, aka Thunder Wave.
Tyranitar is the second trapper, taking Lati and making Charizard Y even more dangerous, still forming a powerful Dark Spam with Hydreigon.
Excadrill is the spinner, Keldeo SubCM to take advantage Pursuit support and blablabla.
 
Force of Nature


Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Flash Cannon
- Fire Blast

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 21 HP / 0 Def / 0 SpD
- Earthquake
- Reversal
- Stealth Rock
- Memento

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Roost
- Solar Beam
- Focus Blast

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Superpower

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

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

Well first of all, this is a hard core to build around. However my basic though process is what mons appreciate heatran and t-tar and diance gone. That is the result of either zard y, talonflame, or volcarona. Then the rest was history. One of the greatest stall killing core in ORAS is zard and banded tar. And when t-tar is on the team excadrill also comes on, with the life orb set play as a sweeper and as a form of hazard control. Rotom-w for a pivot and a way to stop lando or any ground types and a keldeo check and scizor check. Finally the Hydra for a rotom-w answer with flash cannon for fairies fire blast for ferro and dual stab. With this team the sight of tyranitar and dugtrio "should" (in a perfect world) frighten people to stay in with there switch in to either hydra or zard it is a mind game.
 
I wasn't gonna post, but I would probably die IRL if someone posted a third Sand+Zard-Y team in a row so here's my take.


Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Naive Nature
IVs: 21 HP / 0 Def / 0 SpD
- Earthquake
- Reversal
- Screech
- Memento

Hydreigon @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Dark Pulse
- Draco Meteor
- Flash Cannon
- U-turn

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

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 16 Spe
Lax Nature
- Earthquake
- Stealth Rock
- Hidden Power Ice
- Stone Edge

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Timid Nature
- Scald
- Rapid Spin
- Acid Spray
- Haze

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

Dugtrio gets rid of Chansey and Heatran. Memento gives Volcarona (more on that later) a turn to set up. Hydreigon breaks most walls with one move or another, and has U-Turn in the last slot to pivot into Duggy and keep up momentum if it can't get a clean KO. Volcarona loves having Chansey and Heatran removed, and can take the occasional Fairy-type attack. Birds, Zard-X, and sand are all problems at this point so Landorus-T comes in to set rocks and tank attacks. This team hates rocks so much that HP Ice is needed on Lando-T to let it perform against Garchomp and other Landos. Speaking of hazards, Tentacruel compresses Rapid Spin, a Keldeo check, and an Azumarill check into one. It also has fantastic type synergy with Hydreigon. And just to ensure that the team isn't blown back by Weavile and Latios, the last slot goes to Mega Scizor. It also lures in Heatran for Dugtrio.
 
Liechi Berry Screech Endure Dugtrio is The Best Dugtrio. with hydreigon, cress and others


Cresselia @ Leftovers
Ability: Levitate
EVs: 248 HP / 40 Def / 220 SpD
Calm Nature
IVs: 0 Atk
- Moonlight
- Psyshock
- Ice Beam
- Toxic

Dugtrio @ Liechi Berry
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 21 HP / 0 Def / 0 SpD
- Earthquake
- Reversal
- Screech
- Endure

Hydreigon @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- U-turn
- Dark Pulse
- Flash Cannon

Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Ice Punch
- Fake Out

Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Thunder Wave
- Moonlight
- Stealth Rock

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


Dugtrio + Hydreigon is a pretty good combination since dugtrio can trap pokemon like tyranitar and chansey this can help hydreigon break stall teams a million times better and getting rid off tyranitar gives hydreigon better time at breaking bulkier teams, made hydreigon specs so it can 2HKO mega sableye with dark pulse also give it U turn so gives dugtrio better opportunities at trapping pokemon while I made my dugtrio a liechi berry screech endure set since screech breaks chansey and in the replay I posted it shows how my liechi berry endure dug works and cleaned up 4 pokemon, cress acts like a defensive pivot and helps wall keldeo and mega medicham which is very appreciated for this team, mega lopunny made very good teammate to hydreigon as it appreciates the ability to break down walls like bulky psychics while lop offers a easier time to deal with faster mons that hydreigon can't beat can act like a cleaner if dugtrio goes unavailable, clefable is my 5th pick to set up rocks stop the odd set up sweep while also offering speed control with thunder wace and finally heatran I made scarf so I can help overwhelm faster pokemon and only good talonflame answer since I made my heatran to carry stealth rock.

p.s liechi berry screech endure dugtrio is the new meta.
This replay just shows how endure + liechi berry dugtrio works (please ignore my pitful elo ;.;)
 
Fuckers in the OU room tellin me, always in the subforum, Bulky Volc ain't bout this...

Hydreigon @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Flamethrower
- U-turn

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 21 HP / 0 Def / 0 SpD
- Earthquake
- Screech
- Stone Edge / Memento
- Reversal

Diancie @ Diancite
Ability: Clear Body
EVs: 188 Atk / 68 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Heal Bell / Hidden Power [Fire]
- Protect

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

Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 236 SpD / 24 Spe
Impish Nature
- Stealth Rock
- Roost
- Iron Head
- Whirlwind

Volcarona @ Leftovers
Ability: Flame Body
EVs: 176 HP / 252 Def / 80 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Fiery Dance
- Roost
- Quiver Dance
started off with hydra+dugtrio, obviously. u-turn is to grab momentum on chansey and clef for obvious reasons. initially i wanted to add both mega diancie and volcarona to this, as they both love chansey and heatran being eliminated, so i did. i went with the new standard physically-inclined diancie and the tremendously underrated bulky volcarona (seriously, being able to switch in more than once during the game is such a boon considering how great of a defensive typing fire/bug is, especially as a fairy-, grass- and scizor steel-type check. it is also a massive problem for stall with the correct support, ie: heal bell mega diancie). basically, after that came the standard hole patching and rocks. thus far, the team was incredibly weak to keldeo, volcanion, and rotom, to an extent (although bulky volc gets +6 on this), so i threw on latios, forming what is a potent dragon-spam core with hydra and also benefiting from dugtrio's ability to trap chansey, whilst providing necessary hazard removal for volcarona. next up, i added impish spdef skarmory, a whack spread of my own that takes on all the dragons it usually does such as lati@s, and all the fairies, including max-attack diancie, which careful spdef cannot. it also acts as this team's means of weavile control, sand counter, and rocks setter.

as for specs victini, i'm still toying around with the idea of that over volcarona, but i think volcarona's better overall, providing a wincon, and, tbh in testing it's been a lot better. specs tini murks stall to fuckin pieces once chansey's gone, as does bulky volc, though. idk, both are good, but elo hell doesn't know a fucking thing so as for now i'm undecided. i'll wait a while and edit the post with any final adjustments and the actual conclusion once i ladder my alt up a little.

edit: after further testing, volc is by far the superior option. the team needs a wincon, which tini doesn't provide.
 
Last edited:

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
Ive been freed from my "What to do on my 1,000 post" curse so yeah, I can update this thread again. komet3 can you like stop doing that? It was ok at first, but it is getting obnoxious. If you want to remind me of this you can always hit me with a vm. We all get busy.

With that being said, lets move on to the voting. Thanks AM for the support on this round.
Team 1

Hydreigon @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Dark Pulse
- Draco Meteor
- Flash Cannon
- U-turn

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Naive Nature
IVs: 21 HP / 0 Def / 0 SpD
- Earthquake
- Reversal
- Screech
- Stone Edge

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 244 HP / 32 Atk / 52 Def / 124 SpD / 56 Spe
Impish Nature
- Bullet Punch
- U-turn
- Roost
- Swords Dance

Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Hidden Power [Fire]
- Roost
- Defog

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 72 Def / 20 SpD / 168 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Landorus-Therian (M) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Impish Nature
- Earthquake
- Stone Edge
- Swords Dance
- Stealth Rock
I started out with the hydra + duggy core that was pretty obviously meant to be specs hydra + screech duggy to trap ttar and bish and stuff and trap chansey as p2 said. went u-turn on hydra over fire blast to ease prediction and give duggy free switches in. thought mzor would make for a decent partner to take on fairies that come in on hydra as it u-turns, check weavile, check lopunny, pressure keldeo, form a double u-turn core, and its also another thnig that loves duggy as it can trap heatran for sciz. added latios to clear rocks and check keldeo and soft check electrics and whatever while also luring mscizor as my team is kinda weak to it. next was fast rotom-w to handle torn, offensive mzor, bish, excadrill, etc and is another link in the voltturn core. finally added lando-t to be another check to lop, check brokne mon supreme zardx, set rocks, and pressure clefable and mega scizor thanks to sd. you can run u-turn too as this team has ways of dealing with both, you just gotta play more carefully around those mons.


Team 2

Hydreigon @ Choice Specs
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Flash Cannon
- U-turn

Dugtrio @ Custap Berry
Ability: Arena Trap
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
IVs: 21 HP / 0 Def / 0 SpD
- Earthquake
- Screech
- Reversal
- Endure

Escavalier @ Assault Vest
Ability: Overcoat
EVs: 248 HP / 172 Atk / 88 Spe
Adamant Nature
- Megahorn
- Iron Head
- Pursuit
- Knock Off

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 232 Def / 28 SpD
Impish Nature
IVs: 29 Spe
- Earthquake
- Stealth Rock
- U-turn
- Stone Edge

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

Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 1 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Flamethrower
- Hidden Power [Ice]
Hydreigon is an extremely powerful wallbreaker. As said above, the way to go is Specs Hydreigon + Screech Dugtrio, mainly to trap Chansey and Clefable.

I decided that Custap Dugtrio is the set I want to use because my team lacks hazard removal. 21 HP IVs ensure Dugtrio is at 1HP after 2 Seismic Tosses so if Screech misses you could still hit hard with Reversal.

Both Dugtrio and Hydreigon have a hard time switching into Fairy types and fast psychics so I thought Mega Scizor would be a good idea Escavalier could be... nice? It traps Lati@s with ease (unless they have HP Fire but it could still survive one) and it also eats any Fire type attack from fairy types and hits back with an Iron Head. Max HP for bulk, speed EVs allows it to outspeed uninvested base 30s like Amoonguss and Slowbro and rest into attack.

I wanted a physical attackers check and a Stealth Rock user that doesn't lose momentum all the time so I decided Landorus-T is a great idea here. It sets up rocks, checks physical attackers and brings Hydreigon in with a slow U-turn.

Since Chansey is trapped by Dugtrio and I needed a stallbreaker I thought Clefable could be a great idea. I wanted Life Orb instead of Leftovers for stall because I already have Landorus-T for Mega Lopunny and Escavalier for Latios.

Now that I had 5 members and still didn't use my mega slot, I was looking for a mega to complete the team. Mega Manectric looked cool because it completes a VoltTurn core with Landorus-T and Electric is a really good offensive typing in competitive.

http://replay.pokemonshowdown.com/ou-428105245


Team 3

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 21 HP / 0 Def / 0 SpD
- Earthquake
- Reversal
- Screech
- Stealth Rock

Hydreigon @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Flash Cannon
- U-turn

Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Solar Beam
- Substitute
- Roost

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Crunch
- Superpower
- Stone Edge
- Pursuit

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

Keldeo @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Substitute
- Calm Mind
Trappers + wincons
Dugtrio traps Chansey and Heatran, making Hydreigon more spammeable.
Charizard Y really enjoy Chansey and Heatran rip, and also Electric-Types as Raikou. Focus Blast here is dispensable, then I put Substitute to protect status, aka Thunder Wave.
Tyranitar is the second trapper, taking Lati and making Charizard Y even more dangerous, still forming a powerful Dark Spam with Hydreigon.
Excadrill is the spinner, Keldeo SubCM to take advantage Pursuit support and blablabla.


Team 4

Hydreigon @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Dark Pulse
- Flash Cannon
- Fire Blast

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 21 HP / 0 Def / 0 SpD
- Earthquake
- Reversal
- Stealth Rock
- Memento

Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Roost
- Solar Beam
- Focus Blast

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 100 HP / 252 Atk / 156 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Superpower

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

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Well first of all, this is a hard core to build around. However my basic though process is what mons appreciate heatran and t-tar and diance gone. That is the result of either zard y, talonflame, or volcarona. Then the rest was history. One of the greatest stall killing core in ORAS is zard and banded tar. And when t-tar is on the team excadrill also comes on, with the life orb set play as a sweeper and as a form of hazard control. Rotom-w for a pivot and a way to stop lando or any ground types and a keldeo check and scizor check. Finally the Hydra for a rotom-w answer with flash cannon for fairies fire blast for ferro and dual stab. With this team the sight of tyranitar and dugtrio "should" (in a perfect world) frighten people to stay in with there switch in to either hydra or zard it is a mind game.


Team 5

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Naive Nature
IVs: 21 HP / 0 Def / 0 SpD
- Earthquake
- Reversal
- Screech
- Memento

Hydreigon @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Dark Pulse
- Draco Meteor
- Flash Cannon
- U-turn

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

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 244 Def / 16 Spe
Lax Nature
- Earthquake
- Stealth Rock
- Hidden Power Ice
- Stone Edge

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Timid Nature
- Scald
- Rapid Spin
- Acid Spray
- Haze

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn
Dugtrio gets rid of Chansey and Heatran. Memento gives Volcarona (more on that later) a turn to set up. Hydreigon breaks most walls with one move or another, and has U-Turn in the last slot to pivot into Duggy and keep up momentum if it can't get a clean KO. Volcarona loves having Chansey and Heatran removed, and can take the occasional Fairy-type attack. Birds, Zard-X, and sand are all problems at this point so Landorus-T comes in to set rocks and tank attacks. This team hates rocks so much that HP Ice is needed on Lando-T to let it perform against Garchomp and other Landos. Speaking of hazards, Tentacruel compresses Rapid Spin, a Keldeo check, and an Azumarill check into one. It also has fantastic type synergy with Hydreigon. And just to ensure that the team isn't blown back by Weavile and Latios, the last slot goes to Mega Scizor. It also lures in Heatran for Dugtrio.


Team 6

Cresselia @ Leftovers
Ability: Levitate
EVs: 248 HP / 40 Def / 220 SpD
Calm Nature
IVs: 0 Atk
- Moonlight
- Psyshock
- Ice Beam
- Toxic

Dugtrio @ Liechi Berry
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 21 HP / 0 Def / 0 SpD
- Earthquake
- Reversal
- Screech
- Endure

Hydreigon @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- U-turn
- Dark Pulse
- Flash Cannon

Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Ice Punch
- Fake Out

Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Moonblast
- Thunder Wave
- Moonlight
- Stealth Rock

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 28 HP / 252 SpA / 228 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Stone Edge
- Earth Power
Dugtrio + Hydreigon is a pretty good combination since dugtrio can trap pokemon like tyranitar and chansey this can help hydreigon break stall teams a million times better and getting rid off tyranitar gives hydreigon better time at breaking bulkier teams, made hydreigon specs so it can 2HKO mega sableye with dark pulse also give it U turn so gives dugtrio better opportunities at trapping pokemon while I made my dugtrio a liechi berry screech endure set since screech breaks chansey and in the replay I posted it shows how my liechi berry endure dug works and cleaned up 4 pokemon, cress acts like a defensive pivot and helps wall keldeo and mega medicham which is very appreciated for this team, mega lopunny made very good teammate to hydreigon as it appreciates the ability to break down walls like bulky psychics while lop offers a easier time to deal with faster mons that hydreigon can't beat can act like a cleaner if dugtrio goes unavailable, clefable is my 5th pick to set up rocks stop the odd set up sweep while also offering speed control with thunder wace and finally heatran I made scarf so I can help overwhelm faster pokemon and only good talonflame answer since I made my heatran to carry stealth rock.

p.s liechi berry screech endure dugtrio is the new meta.


Team 7

Hydreigon @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Draco Meteor
- Dark Pulse
- Flamethrower
- U-turn

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 Spe
Hasty Nature
IVs: 21 HP / 0 Def / 0 SpD
- Earthquake
- Screech
- Stone Edge / Memento
- Reversal

Diancie @ Diancite
Ability: Clear Body
EVs: 188 Atk / 68 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Moonblast
- Heal Bell / Hidden Power [Fire]
- Protect

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

Skarmory @ Leftovers
Ability: Sturdy
EVs: 248 HP / 236 SpD / 24 Spe
Impish Nature
- Stealth Rock
- Roost
- Iron Head
- Whirlwind

Volcarona @ Leftovers
Ability: Flame Body
EVs: 176 HP / 252 Def / 80 Spe
Bold Nature
IVs: 0 Atk
- Giga Drain
- Fiery Dance
- Roost
- Quiver Dance
started off with hydra+dugtrio, obviously. u-turn is to grab momentum on chansey and clef for obvious reasons. initially i wanted to add both mega diancie and volcarona to this, as they both love chansey and heatran being eliminated, so i did. i went with the new standard physically-inclined diancie and the tremendously underrated bulky volcarona (seriously, being able to switch in more than once during the game is such a boon considering how great of a defensive typing fire/bug is, especially as a fairy-, grass- and scizor steel-type check. it is also a massive problem for stall with the correct support, ie: heal bell mega diancie). basically, after that came the standard hole patching and rocks. thus far, the team was incredibly weak to keldeo, volcanion, and rotom, to an extent (although bulky volc gets +6 on this), so i threw on latios, forming what is a potent dragon-spam core with hydra and also benefiting from dugtrio's ability to trap chansey, whilst providing necessary hazard removal for volcarona. next up, i added impish spdef skarmory, a whack spread of my own that takes on all the dragons it usually does such as lati@s, and all the fairies, including max-attack diancie, which careful spdef cannot. it also acts as this team's means of weavile control, sand counter, and rocks setter.

as for specs victini, i'm still toying around with the idea of that over volcarona, but i think volcarona's better overall, providing a wincon, and, tbh in testing it's been a lot better. specs tini murks stall to fuckin pieces once chansey's gone, as does bulky volc, though. idk, both are good, but elo hell doesn't know a fucking thing so as for now i'm undecided. i'll wait a while and edit the post with any final adjustments and the actual conclusion once i ladder my alt up a little.

edit: after further testing, volc is by far the superior option. the team needs a wincon, which tini doesn't provide.

Voting lasts until Friday at 11:30 PM GMT -5. May the best one win!
 

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
Team 1 by HailFall has won this teambuilding round by a landslide (2 wins in a row, not bad). Congratulations, team will be added to the hall of fame someday in the near future.

Ok, next round

ROUND 50:


/
/
/
/

So, you know what else all these pokemon have in common besides being niche/mediocre picks?! They all learn Toxic Spikes! So yeah, Round 50 will have Toxic Spikes as the main focus for teambuilding. Some people call it anti-meta, some people may call it hot garbage but in the end teambuilding rounds must be challenging, so... Make your best attempt that make the best use of Toxic Spikes possible y/y.

You dont have to use the Pokemon that appear on the gifs, just make sure your team has Toxic Spikes on it and it will be valid. Im just giving out some options, y'know.

Round lasts until Wednesday 14th at 11:00 PM GMT -5. Good luck everyone!
 
Last edited:

zbr

less than 99% acc = never hit
is a Tiering Contributor Alumnus
Lopunny-Mega @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- Frustration
- High Jump Kick
- Power-Up Punch

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Stealth Rock
- Taunt
- Lava Plume
- Earth Power / Flash Cannon

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

Cofagrigus @ Leftovers
Ability: Mummy
EVs: 248 HP / 220 Def / 16 SpD / 24 Spe
Calm Nature
IVs: 0 Atk
- Hex
- Pain Split
- Will-O-Wisp
- Toxic Spikes

Jirachi @ Expert Belt
Ability: Serene Grace
EVs: 132 Atk / 160 SpA / 216 Spe
Mild Nature
- Iron Head
- Icy Wind
- Energy Ball / Thunderbolt
- Hidden Power Ground

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 16 SpA / 40 SpD / 200 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Protect
this is a rather old tspike balance team of mine that i rehashed. back then i wondered how useful tspike as support for mlop would be and it rly worked out well. lop + cune + tspikes is amazing because they help each other in this case. I opted for cofag cause it was a ghost type, learnt tspikes and had four arms coming out of a coffin. expertrachi is there to help reduce the chances of getting destroyed by clef as well as just naturally being a great bait to deal with things like lando-t and tran and acts as a pseudo ground cause i don't have any ground types on the team. i personally went with tbolt over eball cause tbolt deals with skarm which is a much bigger threat to this team than rotomw. other than that, this team is pretty much a rly grindy team that aims to slowly grind down your opponent so you can slap them silly with mlop or spray hot water over them using cune.

e - do i need replays ?
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top