Resource OU Teambuilding Workshop v3 (OPEN)

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Hey TB Shop!
I'm pretty terrible at teambuilding and I loved my first squad from here
Thats the reason why i post this new core :]

The first member is MGyra because its one of my favorite megas atm


Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Earthquake

Standard DD + 3 attacks but the builder can change the set freely

The secondmember is Entei because it can weaken things with Sacred Fire for MGyara and with howl can it also be nice wincon


Entei @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Howl
- Stone Edge
- Extreme Speed

I think a Balance build is the the best style fo this core but offense is also good
sry for bad english btw ;_;
 
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Yo builders. :)

there is my core :



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



Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 220 Atk / 36 SpA / 252 Spe
Hasty Nature
- Hidden Power [Ice]
- Grass Knot
- Hyperspace Fury
- Gunk Shot


36 SpA Life Orb Hoopa Unbound Hidden Power Ice vs. 252 HP / 0 SpD Garchomp: 421-499 (100.2 - 118.8%) -- guaranteed OHKO
36 SpA Life Orb Hoopa Unbound Hidden Power Ice vs. 252 HP / 8 SpD Landorus-T: 442-520 (115.7 - 136.1%) -- guaranteed OHKO

36 SpA Life Orb Hoopa Unbound Grass Knot (120 BP) vs. 252 HP / 112 SpD Hippowdon: 413-489 (98.3 - 116.4%) -- guaranteed OHKO after Stealth Rock
36 SpA Life Orb Hoopa Unbound Grass Knot (60 BP) vs. 252 HP / 4 SpD Gastrodon: 432-510 (101.4 - 119.7%) -- guaranteed OHKO

36 SpA Life Orb Hoopa Unbound Grass Knot (100 BP) vs. 252 HP / 0 SpD Suicune: 270-320 (66.8 - 79.2%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
36 SpA Life Orb Hoopa Unbound Grass Knot (100 BP) vs. +1 252 HP / 0 SpD Suicune: 182-216 (45 - 53.4%) -- 89.5% chance to 2HKO after Stealth Rock and Leftovers recovery

36 SpA Life Orb Hoopa Unbound Grass Knot (80 BP) vs. 252 HP / 4 SpD Quagsire: 686-811 (174.1 - 205.8%) -- guaranteed OHKO
 
Hydreigon @ Life Orb
Ability: Levitate
EVs: 16 HP/8 Atk/252 Spa/232 Spe
Mild Nature
-Draco Meteor
-Dark Pulse
-Super Power/Fire Blast
-Flash Cannon/Taunt/Roost/Earthpower

Metagross @ Metagrossite
Ability: Clear Body - Tough Claws
EVs: 252 Atk/4 Def/252 Spe
Jolly or Naive
- Meteor Mash
- Zen Headbutt
- Hammer Arm/Earthquake
- Ice Punch/Grass Knot


These two make an amazing offensive core as they handle eachothers weaknesses. Offensive team is probably gonna be the outcome, but balanced is my prefered one. Change sets as you like.
 

New Born

Banned deucer.
Heatran @ Choice Specs
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest/Timid Nature
- Fire Blast
- Earth Power
- Flash cannon
- Hidden Power Grass

I know this isn't a core but I think it would be unique it someone actually made a team around specs tran.

Calc examples =

252 SpA Choice Specs Heatran Fire Blast vs. 96 HP / 0 SpD Assault Vest Tornadus-T: 196-232 (60.6 - 71.8%) -- guaranteed 2HKO
252 SpA Choice Specs Heatran Hidden Power Grass vs. 248 HP / 16 SpD Starmie: 222-262 (68.7 - 81.1%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Heatran Fire Blast vs. 252 HP / 112 SpD Hippowdon: 306-360 (72.8 - 85.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Heatran Flash Cannon vs. 248 HP / 8 SpD Tyranitar in Sand: 260-308 (64.5 - 76.4%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Heatran Hidden Power Grass vs. 248 HP / 8 SpD Rotom-W: 184-218 (60.7 - 71.9%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Heatran Hidden Power Grass vs. 240 HP / 16 SpD Assault Vest Azumarill: 156-184 (38.9 - 45.8%) -- guaranteed 3HKO
 

p2

Banned deucer.
Heatran @ Choice Specs
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Modest/Timid Nature
- Fire Blast
- Earth Power
- Flash cannon
- Hidden Power Grass

I know this isn't a core but I think it would be unique it someone actually made a team around specs tran.

Calc examples =

252 SpA Choice Specs Heatran Fire Blast vs. 96 HP / 0 SpD Assault Vest Tornadus-T: 196-232 (60.6 - 71.8%) -- guaranteed 2HKO
252 SpA Choice Specs Heatran Hidden Power Grass vs. 248 HP / 16 SpD Starmie: 222-262 (68.7 - 81.1%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Heatran Fire Blast vs. 252 HP / 112 SpD Hippowdon: 306-360 (72.8 - 85.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Heatran Flash Cannon vs. 248 HP / 8 SpD Tyranitar in Sand: 260-308 (64.5 - 76.4%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Heatran Hidden Power Grass vs. 248 HP / 8 SpD Rotom-W: 184-218 (60.7 - 71.9%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Heatran Hidden Power Grass vs. 240 HP / 16 SpD Assault Vest Azumarill: 156-184 (38.9 - 45.8%) -- guaranteed 3HKO
love specs tran, taking this
 

CaffeineBoost

6th Best Circus Poster of 2023
is a Community Contributor

Ferrothorn @ Rocky Helmet
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Spikes
- Leech Seed
- Power Whip
- Protect

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 192 SpD / 68 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Toxic
- Roar

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

Core I posted in the Good Cores thread. Curious to see what you can do with it. Feel free to change the sets :]
 
love specs tran, taking this
I don't know if you've created the team yet, but I'd recommend HP Electric over HP Grass. It hits the likes of CharY/Talon, Gyara and others while still hitting Keldeo, and other bulky non ground waters :] The only thing it misses out on is Rotom-W, but I'm sure the other team members can do that!
 
Oh its open. Well then ill just request this in that case.



Pretty fun stuff here. This core is pretty much Sub punch loom+Mane. Naturally the whole point of this core is that loom smacks ground types like hippo for loom while mane takes on flying types in return. On top of this you can take advantage of manes volt switch to get loom in and set up a sub allowing you to spam Focus punch. Not much in terms of defensive synergy however and this core kinda hates the latis. To sum it up mane gives loom free switch ins which lets you click focus punch as many pokemon will often try to switch out so they don't get something important spored. Should fit well on offense just watch out for the latis and heatran to a extent as loom has to focus punch in order to remove tran and mane's hp ice is kinda weak against the latis. Clefable can also be a issue i guess. Some more momentum can work well such as a slow u-turn or baton pass even. Ways to kill fairy types are also important as malt and clef kinda wall this core.

Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 16 HP / 252 Atk / 240 Spe
Adamant Nature
- Focus Punch
- Substitute
- Spore
- Seed Bomb

Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flamethrower
- Hidden Power [Ice]
 

Whimsicott @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Encore
- Leech Seed
- Substitute
- Moonblast

Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Calm Nature
- Will-O-Wisp
- Recover
- Foul Play
- Toxic

Talonflame
Ability: Gale Wings
EVs: 248 HP / 228 SpD / 32 Spe
Careful Nature
- Will-O-Wisp
- Bulk Up
- Roost
- Acrobatics

I'd like to request a team around this please. Many teams are unprepared for SubSeed Whimsicott. Ferrothorn hard walls it, so I decided that Mega Sableye would be a good partner. Toxic Sableye to hit Talonflame. I really want to use SubSeed Whimsicott so I'd rather the builder not change that. Serperior is a very annoying threat so I put a Wisp+Bulk Up Talonflame with it.

edit: talon's optional lol
 
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Hello! I'm a long time stalker, first time poster :) I was hoping someone could make a team from this core:


upload_2015-11-24_13-41-34.png
Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Ice Fang / Sub / Earthquake


upload_2015-11-24_13-40-54.png
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt

I've seen on the Good Cores thread that these two make a good pair because they are good at taking out each other's checks, but I can't seem to make a decent team with them. The sets are pretty flexible (I just used the most common sets), you could change whatever you'd like about them. In general I like to play balance the best, but whatever team you can make would be great! Thanks!
 
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core:

requested by FaZeBoo


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

Pidgeot-Mega @ Pidgeotite
Ability: Keen Eye
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Work Up
- Hurricane
- Roost
- Refresh

Azumarill @ Lum Berry
Ability: Huge Power
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Power-Up Punch
- Aqua Jet
- Waterfall
- Play Rough

Raikou @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]
- Shadow Ball

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Dragon Claw
- Earthquake
- Stone Edge

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- U-turn
- Healing Wish
i've been sick, so i haven't really been in the mood to make this. i still am, but i figured i'd finish it so i don't find more excuses to delay it ;p. i've built with this core for the old teamshop ran by Trinitrotoluene (rip) a long while back, and i've built with mega pidgeot + staraptor (terrible core btw) for the one ran by Analytic, so i guess i just really like building mega pidgeot teams. i decided to change the set from full on offensive with heat wave and u-turn to the stallbreaker set because dugtrio + the rest of the team provides enough support to eliminate those annoying things like heatran and tyranitar, meaning you can take advantage of the stallbreaker set. also, i started this before the sab suspect was announced, but it's still good for both suspect and non-suspect OU n_n

i started by adding azumarill to blanket check a whole bunch of stuff: weavile, keldeo, bulky grounds, rain, sand, etc.. obviously azumarill isn't a 100% check to things like keld because of certain variables you have to keep in mind; for example, with keldeo (the main thing this applies to), you really fear that scald burn. to alleviate this, i decided on running lum berry PuP azumarill. unlike belly drum, it can sustain it's hp without losing its purpose, meaning it can actually check those things i listed above very efficiently. on top of that, it's really not expected at all, and it can pose a major threat on unprepared builds. azu's also appreciates mega pidgeot applying insane amounts of pressure to mega venu, of course. next, i added raikou to handle the speedy electrics that both azumarill and mega pidgeot hate, as well as other common nuisances like torn-t, manaphy, and bulky waters. i didn't want to go AV because it's really underwhelming (imo), so i went with calm mind here. leftovers for item so it can efficiently check the stuff listed above, and shadow ball > extrasensory so you can hit lati@s, mega metagross, and other annoying psychic types. garchomp was added next to help with bisharp and other offensive steels, offensive ground types, birds, etc.. i wasn't gonna run tankchomp on this team, so i decided to go with sd chomp to have another breaker; i'm running rocky helmet > life orb because i didn't like how life orb wore me down. chomp's also really nice for picking up the slack if dugtrio falls short for some reason. finally, i added jirachi to be a blanket check to fairies, a switch-in to lati@s, and so it could provide healing wish support to the team (specifically azumarill). fire punch > ice punch because ice punch isn't really needed here, and it's nice to hit scizor and friends :p.

keldeo seems kinda annoying on paper considering azumarill has a lot on it's back & it fears scald burns (even with lum berry), but non-scarf sets aren't difficult to handle at all. scarf keld is annoying, but you have the tools to deal with it with azumarill + healing wish on jirachi. on the topic of scarfers, scarf garchomp is a pain! it getting locked into moves makes it a bit easier to deal with, but it can still put a dent somewhere in the team if you give your opponent the opportunity. finally, mega metagross is pretty annoying... especially if it gets to +1 with the meteor mash boost. it can be handled by chomp; if it gets the boost, it can kill chomp, but it won't like taking rocky helm + rough skin damage. also, shadow ball on raikou does a pretty decent amount of damage. finally, azu's aqua jet and jirachi's fire punch can be used to pick it off if it's at low health. it's really only a threat at +1 as Celticpride showed me ~_~

hopefully you enjoy this team! it's pretty fun to play with imo, but i'm kinda biased considering i'm the one who built it :p. thanks to Celticpride, Teremiare, and FookMi? for helping me test and/or clean this build up n_n
 
core:

requested by FaZeBoo


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

Pidgeot-Mega @ Pidgeotite
Ability: Keen Eye
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Work Up
- Hurricane
- Roost
- Refresh

Azumarill @ Lum Berry
Ability: Huge Power
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Power-Up Punch
- Aqua Jet
- Waterfall
- Play Rough

Raikou @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Calm Mind
- Thunderbolt
- Hidden Power [Ice]
- Shadow Ball

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Dragon Claw
- Earthquake
- Stone Edge

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Fire Punch
- U-turn
- Healing Wish
i've been sick, so i haven't really been in the mood to make this. i still am, but i figured i'd finish it so i don't find more excuses to delay it ;p. i've built with this core for the old teamshop ran by Trinitrotoluene (rip) a long while back, and i've built with mega pidgeot + staraptor (terrible core btw) for the one ran by Analytic, so i guess i just really like building mega pidgeot teams. i decided to change the set from full on offensive with heat wave and u-turn to the stallbreaker set because dugtrio + the rest of the team provides enough support to eliminate those annoying things like heatran and tyranitar, meaning you can take advantage of the stallbreaker set. also, i started this before the sab suspect was announced, but it's still good for both suspect and non-suspect OU n_n

i started by adding azumarill to blanket check a whole bunch of stuff: weavile, keldeo, bulky grounds, rain, sand, etc.. obviously azumarill isn't a 100% check to things like keld because of certain variables you have to keep in mind; for example, with keldeo (the main thing this applies to), you really fear that scald burn. to alleviate this, i decided on running lum berry PuP azumarill. unlike belly drum, it can sustain it's hp without losing its purpose, meaning it can actually check those things i listed above very efficiently. on top of that, it's really not expected at all, and it can pose a major threat on unprepared builds. azu's also appreciates mega pidgeot applying insane amounts of pressure to mega venu, of course. next, i added raikou to handle the speedy electrics that both azumarill and mega pidgeot hate, as well as other common nuisances like torn-t, manaphy, and bulky waters. i didn't want to go AV because it's really underwhelming (imo), so i went with calm mind here. leftovers for item so it can efficiently check the stuff listed above, and shadow ball > extrasensory so you can hit lati@s, mega metagross, and other annoying psychic types. garchomp was added next to help with bisharp and other offensive steels, offensive ground types, birds, etc.. i wasn't gonna run tankchomp on this team, so i decided to go with sd chomp to have another breaker; i'm running rocky helmet > life orb because i didn't like how life orb wore me down. chomp's also really nice for picking up the slack if dugtrio falls short for some reason. finally, i added jirachi to be a blanket check to fairies, a switch-in to lati@s, and so it could provide healing wish support to the team (specifically azumarill). fire punch > ice punch because ice punch isn't really needed here, and it's nice to hit scizor and friends :p.

keldeo seems kinda annoying on paper considering azumarill has a lot on it's back & it fears scald burns (even with lum berry), but non-scarf sets aren't difficult to handle at all. scarf keld is annoying, but you have the tools to deal with it with azumarill + healing wish on jirachi. on the topic of scarfers, scarf garchomp is a pain! it getting locked into moves makes it a bit easier to deal with, but it can still put a dent somewhere in the team if you give your opponent the opportunity. finally, mega metagross is pretty annoying... especially if it gets to +1 with the meteor mash boost. it can be handled by chomp; if it gets the boost, it can kill chomp, but it won't like taking rocky helm + rough skin damage. also, shadow ball on raikou does a pretty decent amount of damage. finally, azu's aqua jet and jirachi's fire punch can be used to pick it off if it's at low health. it's really only a threat at +1 as Celticpride showed me ~_~

hopefully you enjoy this team! it's pretty fun to play with imo, but i'm kinda biased considering i'm the one who built it :p. thanks to Celticpride, Teremiare, and FookMi? for helping me test and/or clean this build up n_n
Thanks alot :] it looks really good to me, im sure i will use this in my quest for reqs alot.
 
Hey guys, could I have a team around this core?

Talonflame @ Ganlon Berry
Ability: Gale Wings
EVs: 244 Atk / 104 SpD / 160 Spe
Jolly Nature
- Swords Dance
- Natural Gift
- Brave Bird
- Roost

Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 80 HP / 252 Atk / 176 Spe
Jolly Nature
- Substitute
- Focus Punch
- Seed Bomb
- Mach Punch
 

Paraplegic

relax...
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Can I request a team built around a core of Mega Sceptile and dragon dance Gyarados? I'm sorry Im not posting sets but I'm on mobile atm so apologies. Thanks n_n

I also honestly don't care what sceptile set is used, as idk what is best in this meta(just want a cool out team)
 
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Alright, so since the two type cores people talk about the most are Fire-Water-Grass and Fairy-Dragon-Steel, I figured why not put them into the same core of three pokemon? The obvious choice is CharX-Ferro-Azu, but that's too standard. I wanna be a hipster. And I love Whimsicott too much. So... CharX-Whimsicott-Empoleon it was.


Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 252 Spd / 4 SpDef
Adamant Nature
-Dragon Dance
-Dragon Claw
-Flare Blitz
-Roost


Whimsicott @ Leftovers
Ability: Prankster
EVs: 252 SpAtk / 252 Spd / 4 SpDef
Timid Nature
- Stun Spore
- Giga Drain
- Moonblast
- Substitute



Empoleon @ Shuca Berry
Ability: Torrent
EVs: 248 HP / 252 SpAtk / 8 Def
Impish Nature
- Stealth Rock
- Defog
- Scald
- Knock Off

This core actually had a fair bit of synergy outside of their obvious type synergy. I built the core to support a Charizard X sweep, so naturally Zard had to have Dragon Dance, Dragon Claw and Flare Blitz (technically it could have worked with just one attack and Will-o-wisp but I've got a defensive set and I don't want that). Roost prevents Charizard from getting worn down too quickly from priority, hazards, and recoil, potentially letting it set up multiple times if played carefully.

Charizard X is typically checked by fat ground types like Garchomp and Hippowdon, or by bulky waters like Azumarill or Rotom-W, but Whimsicott can hit all of these super-effectively, 2HKOing all of them. Whimsicott can also switch in to the dragon and ground type moves that scare out Zard, such as Lati@s's Draco Meteor or Garchomp's Earthquake. Stun Spore allows for speed control, since everything from ScarfTar and above outspeeds the whole core, such as MLopunny and Sand Rush Excadrill. Substitute is there mostly as filler, but it can help ease prediction if I need it. Prankster Sub is never a bad thing.

Now, Whimsicott's resistances are great and all, but it isn't the bulkiest thing out there, especially since my spread is more offensive. Enter the Emperor. Empoleon takes the steel, poison, and rock moves that the rest of the core hates, and the Shuca Berry makes him a one-time stop to ground moves (provided he's healthy), which is good since the core is otherwise very weak to Excadrill. Empoleon also gives the core something it desperately needs in HAZARD CONTROL. Defog + Stealth Rocks allows me to stay in command of hazards, giving Charizard maximum switch-in opportunities. Scald is there because it's Scald, and Knock Off gives me even more utility.

I'm a bit worried about how easy it is to wear Empoleon down, since for whatever absurd reason Game Freak decided not to give it Roost... So my hazard control is kinda shaky. Feel free to change the sets if you want to, especially Sub on Whimsicott and Knock Off on Empoleon, since those are probably the least necessary. Thanks in advance!
 
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MANNAT

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

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

Standard Offensive core that I'm interested inusing on the suspect ladder that puts stupid pressure on the opposing team and is really good with msab being banned on the suspect ladder, and I'm pretty sure that everyone here knows what it does. I want the team to have hazard removal and to preferably not look just like fleggumfl's rmt. I don't really want to use mango snapple since it lacks hazard removal and gets 6-0'd by mega slowbro most of the time.
 


Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
- Meteor Mash
- Zen Headbutt
- Ice Punch
- Grass Knot

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon

EDIT: I saw a couple of Mega-Tyranitar teams in the archive so I've decided to switch my team around. I would like to request a team around these two mons. Metagross is beast thanks to its typing and movepool. Grass Knot and Ice Punch are here to eliminate defensive mons like Quagsire, Slowbro, Hippo, etc. However there are a few mons that Metagross can't beat past. Magnezone stops fairy and steel types that can stop a Metagross sweep. I chose the Specs version to permanently stop steel types like Scizor and Ferrothorn who would b able to survive from the Scarf set, you can change it to however it helps the team. I don't have a preference between offensive and balance just not stall :)
 
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Halcyon.

@Choice Specs
is a Community Contributor Alumnusis a Contributor Alumnus
Sorry I've been so inactive these past few weeks. I'll try to update the OP/archive tonight or tomorrow depending on when I get home from Thanksgiving dinner with my family.
 
Still open? I got a request :>

B a l a n c e d,
pl0x

Charizard (Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost



Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot
- Thunder Wave
 
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Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Slack Off
- Stone Edge / Toxic / Whirlwind

Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Spikes
- Leech Seed
- Protect / Gyro Ball
- Power Whip

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rapid Spin
- Recover
- Thunder Wave / Psychock

A core with spikes, SR and spin that covers a lot of threats, I'm not really sure about the spreads and some move slots. These three are really passive, so if the rest of the team could be offensive it'd be nice. Thanks
 

post from good cores thread
Alakazam @ Life Orb
Ability: Magic Guard
Evs: 252 SpA / 4 SpD / 252 Spe
Timid nature
- Psychic
- Focus Blast
- Shadow Ball
- Encore

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

Again, here's the post from the good cores thread in case you missed it above.

-Clone-'s description of the core:
I honestly don't know why this hasn't been posted yet (I searched the entire thread so if I missed it kill me) but these two are kind of the face of HO rn and I almost always end up using these two on offense. There's not a lot to explain but alakazam acts as an anti balance mon that breaks down weavile's C&Cs like mega venusaur and fighting types such as keldeo, so weavile has an easier time cleaning up in the late game. In return, weavile beats stuff alakazam hates like non scarf jirachi, av torn-t, and DDers like Mega Altaria. The two also work well due to their insane speed tiers, and they don't even take up the mega slot, unless mega alakazam is run, which is definitely a viable option. Overall, these two perform admirably together and I recommend using them.

Talonflame or another fire type like heatran takes care of the problematic scizor and clefable weakness.


This is a really fast offensive core, and, although frail, rips through teams when they're weakened. Alakazam and Weavile are extremely fast and powerful, and together, they form a really great core. Pretty hyper offense core for you, as I said, this core is disgustingly powerful and fast. Alakazam can be mega or non-mega, I honestly don't really care, as long as it's still Alakazam.

I've been wanting to build around this core for a really long time, but I've been busy with irl stuff and can't seem to find the time to do this. If anyone can do this one, I'd greatly appreciate it. Oh btw if there's too many requests at the moment (looking at the thread, I think there are), I can wait, don't worry. Thanks in advance!
 

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]

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

This is a little balance core. These two mons have amazing type synergy and adequately help beat the checks of the other. Venusaur is able to beat the Fairies that D-Nite struggles to OHKO/ beat. It also helps with bulky waters which are sometimes problematic. Venu also covers that massive Ice weakness and beats almost all electrics in the tier that always carry Hidden Power Ice. D-Nite is a great wall breaker, and late game sweeper with E-Speed. It can kill Heatran which is helpful and in general brings a strong wall breaking presence that helps build pressure. This Core would likely be a Balance or even a Bulky Offense. Thanks in advance if anyone would like to build around this core!
 

DennisEG

Civil Engineer
is a Top Tutor Alumnusis a Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnus
HAPPY THANKSGIVING


Hola PocketTrigger as you mentioned Victini lures everysingle check Pinsir had and pinsir can deal with heatran if isnt scarf of course, if you feel Bisharp is a problem you can change some move for Will-o-wisp too but bisharp is handle it pretty well. So adding to the original core something for offense and a reliable spinner now Sable is gone Scarf Exca is such a great mon because support spin + electric immunity makes a great sinergy with Mega Pinsir and a defensive sinergy paired with victini agaisnt fairies, next wanna something for for Lopunny and strong physical/special attacker that Clef can check such as Thundy, Mega Cross, Lopu, etc. A bit unorthodox Clef set but trust me it works and also caught off guard many players, next a dedicated switch for Bird Spam and a great pivot to get free switch ins into the other threats of team that dont enjoy taking damage and last my Wallbreaker and check for Weav and Bish is Keldeo with Focus Blast just to hit Rotom-W for a lot of damage because people always switch in they rotoms into Keldeo idk why but they do. Really solid build man hope u enjoy and gl !
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Return
- Quick Attack
- Swords Dance

Victini @ Expert Belt
Ability: Victory Star
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Blue Flare
- Energy Ball
- Glaciate
- Thunder

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

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 196 Def / 60 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Calm Mind
- Moonblast
- Soft-Boiled

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

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Focus Blast

-----------------------------------------------------------------------------


Wasup ! Froggyboy i really like Nidoking but for OU i dont know so that's why i give it a try to this core, so you can run Modest on Nidoking if you want too, I personally like speed specially when is an offensive team like this as you requested. The first member after the core was Azu with Choice Band just to nuck Skarms and Quag that try to switch into it, also had a great sinergy with Pinsir that get rid off Venus and Amoongs that can actually take a hit from Azu, next i want something to check electric types and flying types without losing momentum so scarf tar was my choose here, also is able to deal with bisharp and Lati@s, next a dedicated check to water spam and also a lure for steel that could be a pain for this team speciall scizor that's why HP Fire is needed and last the ultimate pivot able to switch into almost everysingle physical attacker bar bish, also is my rocker. Another option you could run is give Rocks to Nidoking over Ice Beam because tbh i've never use Ice beam I always click EP or Sludge to 2hko the same things that ice beam does, and make Rock polish Lando-t as late game cleaner. Hope u enjoy man !
Nidoking @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Earth Power
- Flamethrower
- Ice Beam

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

Azumarill @ Choice Band
Ability: Huge Power
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Superpower / Facade
- Play Rough

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

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Psyshock
- Draco Meteor
- Hidden Power [Fire] / Roost
- Defog

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


Hola PocketTrigger as you mentioned Victini lures everysingle check Pinsir had and pinsir can deal with heatran if isnt scarf of course, if you feel Bisharp is a problem you can change some move for Will-o-wisp too but bisharp is handle it pretty well. So adding to the original core something for offense and a reliable spinner now Sable is gone Scarf Exca is such a great mon because support spin + electric immunity makes a great sinergy with Mega Pinsir and a defensive sinergy paired with victini agaisnt fairies, next wanna something for for Lopunny and strong physical/special attacker that Clef can check such as Thundy, Mega Cross, Lopu, etc. A bit unorthodox Clef set but trust me it works and also caught off guard many players, next a dedicated switch for Bird Spam and a great pivot to get free switch ins into the other threats of team that dont enjoy taking damage and last my Wallbreaker and check for Weav and Bish is Keldeo with Focus Blast just to hit Rotom-W for a lot of damage because people always switch in they rotoms into Keldeo idk why but they do. Really solid build man hope u enjoy and gl !
Pinsir @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Return
- Quick Attack
- Swords Dance

Victini @ Expert Belt
Ability: Victory Star
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Blue Flare
- Energy Ball
- Glaciate
- Thunder

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

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 196 Def / 60 SpD
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Calm Mind
- Moonblast
- Soft-Boiled

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

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Focus Blast

-----------------------------------------------------------------------------


Wasup ! Froggyboy i really like Nidoking but for OU i dont know so that's why i give it a try to this core, so you can run Modest on Nidoking if you want too, I personally like speed specially when is an offensive team like this as you requested. The first member after the core was Azu with Choice Band just to nuck Skarms and Quag that try to switch into it, also had a great sinergy with Pinsir that get rid off Venus and Amoongs that can actually take a hit from Azu, next i want something to check electric types and flying types without losing momentum so scarf tar was my choose here, also is able to deal with bisharp and Lati@s, next a dedicated check to water spam and also a lure for steel that could be a pain for this team speciall scizor that's why HP Fire is needed and last the ultimate pivot able to switch into almost everysingle physical attacker bar bish, also is my rocker. Another option you could run is give Rocks to Nidoking over Ice Beam because tbh i've never use Ice beam I always click EP or Sludge to 2hko the same things that ice beam does, and make Rock polish Lando-t as late game cleaner. Hope u enjoy man !
Nidoking @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Earth Power
- Flamethrower
- Ice Beam

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

Azumarill @ Choice Band
Ability: Huge Power
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Superpower / Facade
- Play Rough

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

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Psyshock
- Draco Meteor
- Hidden Power [Fire] / Roost
- Defog

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

Wasup ! Froggyboy i really like Nidoking but for OU i dont know so that's why i give it a try to this core, so you can run Modest on Nidoking if you want too, I personally like speed specially when is an offensive team like this as you requested. The first member after the core was Azu with Choice Band just to nuck Skarms and Quag that try to switch into it, also had a great sinergy with Pinsir that get rid off Venus and Amoongs that can actually take a hit from Azu, next i want something to check electric types and flying types without losing momentum so scarf tar was my choose here, also is able to deal with bisharp and Lati@s, next a dedicated check to water spam and also a lure for steel that could be a pain for this team speciall scizor that's why HP Fire is needed and last the ultimate pivot able to switch into almost everysingle physical attacker bar bish, also is my rocker. Another option you could run is give Rocks to Nidoking over Ice Beam because tbh i've never use Ice beam I always click EP or Sludge to 2hko the same things that ice beam does, and make Rock polish Lando-t as late game cleaner. Hope u enjoy man !
Nidoking @ Life Orb
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Sludge Wave
- Earth Power
- Flamethrower
- Ice Beam

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

Azumarill @ Choice Band
Ability: Huge Power
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Superpower / Facade
- Play Rough

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

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Psyshock
- Draco Meteor
- Hidden Power [Fire] / Roost
- Defog

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- U-turn
Thanks man, really appreciate it, team is looking very solid!
 
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