Resource OU Teambuilding Workshop v3 (OPEN)

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Core: SD Gliscor+CM Slowbro
Requested by: 1 True Lycan

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Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 72 Def / 192 SpD
Careful Nature
- Swords Dance
- Knock Off
- Earthquake
- Roost

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
- Calm Mind
- Scald
- Psyshock
- Slack Off

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

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

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

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

Yeah so I liked this core a lot. You mentioned that you always ended up building something passive with this core so I kept that in mind. CM Bro+SD Gliscor take on all the things that M-Manectric struggles against such as bulky ground-types, Clefable, and Heatran. The duo performed generally well against balanced archetypes so M-Manectric fit in very well as it puts in so much work against HO builds. Next up I added Tyranitar for a secondary bird check, Kyurem-B check, Zard-X/Y check, and it gave very nice Pursuit-trapping support to compliment Slowbro and M-Manectric. Next up I noticed how weak the team was to fairies so I added Ferrothorn which gave a solid check to them and also provided nice SR support. Lastly, I added Latios as my switch in to Keldeo, Manaphy, and Zard Y. Overall the team's archetype is very solid. CM Clefable is a tad bit annoying to face, Bisharp+Zard-X is a very threatening core to face, and Manaphy with HP Fire is really threatening too. Ideally, I'd have liked to shun the Bisharp+Zard-X weakness by adding Defensive Landorus and Keldeo over your original core but that's up to you, doing so makes the team solid overall. Merry Christmas!
Best Christmas present ever :]

Thanks for building this, it looks like a very nice team.
 
Yo builders !

An another request from me !

I would like an offense from both Pokemon :

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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Toxic / Fire Blast



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Breloom @ Life Orb
Ability: Technician
EVs: 32 HP / 252 Atk / 4 Def / 220 Spe
Adamant Nature
- Spore
- Mach Punch
- Bullet Seed
- Swords Dance


I think that good company, Breloom can accomplish great things !

Thank you for the other two teams (AM & DennisEG). :)
 
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Kyurem-Black @ Choice Band
Ability: Teravolt
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Outrage
- Fusion Bolt
- Iron Head
- Ice Beam / Hidden Power Fire

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Serperior @ Life Orb
Ability: Contrary
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Hidden Power [Ground] / Hidden Power [Fire]
- Glare
- Giga Drain / Knock Off / Synthesis

CB KyuB and Serperior.

It's like LO Roost KyuB and Serp except there's a murder story on the news the next morning.

I'd appreciate Balance/Bulky Offense over HO, but I leave it up to the builder to decide which archetype suits the core better.
Murder She Wrote

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

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Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
- Giga Drain
- Earthquake
- Sludge Bomb
- Hidden Power [Fire]

This core has pretty good offensive and defensive synergy. I've tried making stuff like this before but it always ends up having a pretty big hole against something, so I wanted to see what one of you could make out of it. Gyarados checks stuff like Keldeo and Mega Lopunny in base form and Bisharp, Weavile, and Hoopa-U in Mega, mainly Dark spam really which actually helps out a lot for the rest of the team.

Tangrowth is there to check a bunch of stuff with AV, like Waters, Fairies, Grasses, Electrics, and Grounds. It also lures some of Gyarados' checks and counters like Sludge Bomb for Mega Altaria and Breloom, and HP Fire for Skarmory, Ferrothorn, and Mega Scizor.

Sets are placeholder and can be changed as needed because they both have a lot of other viable moves. Thanks!

e: since nobody has taken this yet, I'd just like to add that I'd like a bulky offensive team preferably.
 
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Landorus-Therian @ Leftovers
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Ability: Intimidate
EVs: 56 HP / 220 Atk / 232 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance

Metagross @ Metagrossite
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Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt/Fire Punch
- Hammer Arm
- Grass Knot
It would be nice if a hyper offensive team was built around these two.
Lando has ice/water/grass weaknesses and metagross takes care of those using Hammer Arm or Meteor Mash. Lando also asorbs and removes some threats like Tyrantair.
The sets may be shaped toward your preferences as you wish however to counter some threats.

M-metagross can't get fire punch. Not taking this but I figured I let you know. Please do a bit more research on the mons you want us to build for future reference. This goes to everyone.
 
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@ leftovers
Bold
252 Hp / 252 Def / 4 SpD
-Scald
-Rest
-Roar
-Calm Mind

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@ choice specs
Timid
252 SpA / 252 Spe / 4 Hp
-Volt Switch
-Thunderbolt
-Hidden Power Ice
-Extrasensory

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@ choice Band
Adamant
252 Atk / 252 Spe / 4 Def
-Sacred Fire
-Stone Edge
-Extreme Speed
-Bulldoze

Idea is primarily is, a legendary beast team. With each covering their counters relatively well. Raikou with the choice spcs set, to wear it's own counters down as well as the other two and switch in to an appropriate team mate or fellow legendary beast to deal with, with volt switch. Entei's band set acts as an additional wall breaker, with access to sacred fire, entei can easily cripple, would be physical switch ins, lik scarf tyranitar with sacred fire, as well as pick off weakened threats, with choice band, sacred fire. suicune can act as an early game, annoyance with scald spam and clean up in the late game, with calm mind, with roar to dissipate, would be set up sweepers in their tracks.
 
OverlordDerp

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Diancie-Mega @ Diancite
Ability: Magic Bounce
Happiness: 0
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect

Kyurem-Black @ Choice Band
Ability: Teravolt
EVs: 252 Atk / 4 Def / 252 Spe
Naughty Nature
- Outrage
- Fusion Bolt
- Iron Head
- Ice Beam

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Jolly Nature
- Earthquake
- Ice Fang
- Roost
- Swords Dance

Serperior @ Leftovers
Ability: Contrary
EVs: 40 HP / 216 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Hidden Power [Fire]
- Taunt
- Glare

Heatran @ Chople Berry
Ability: Flash Fire
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Earth Power
- Taunt
- Stealth Rock

Slowbro @ Leftovers
Ability: Regenerator
EVs: 240 HP / 208 Def / 52 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Psyshock
- Slack Off
- Calm Mind
I mean Band Kyurem-B is cute and all but I'll just let you know I think Naive Scarf would be way better for this team if not a necessity so that it doesn't have issues with offense where it can get overloaded. There's the heads up for whoever plans on using this. Anyways now that's out of the way here you go. Taunt slows down defensive cores, Glare ruins switch ins like Torn-T and Talonflame and provides the team some speed control from Serp. I've considered HP Ground as an option but I rather play around Heatran than be really weak to offensive Mega Scizor. Speaking of Scizor, fast support Heatran to check that and a couple of other things below its speed tier. Chople Berry provides you some relief from Hammer Arm M-Gross, Low Kick Weavile which can be a pretty large annoyance (comes back to using Scarf on Kyurem-B again), just to name a few. Slowbro provides you a Keldeo check with just a basic CM set as one of its wincons. I've been considering running Colbur Berry so that's something to consider. SD / Ice Fang Gliscor for opposing Gliscors who were annoying against the team along with gaining a higher damage output on the likes of Lando-T and Garchomp. Standard Diancie with Epower as going HP Fire makes you slower than Latis and this isn't a team that wants to be going 1v1 against a majority of the base 110 speed tier. Teams a bit weak to Raikou, Starmie, and M-Manectric normally. Scarf Kyurem-B is the future. Enjoy.
Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 4 Def / 252 Spe
Naive Nature
- Outrage
- Fusion Bolt
- Iron Head
- Ice Beam
 
Well since the last request I made was denied XD

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- Ice Beam
- Outrage
- Fusion Bolt
- Iron Head

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Psychic
- Gunk Shot
- Drain Punch

Ever feel like you didn't have enough power? I just wanna have fun smashing the opponent's team to pieces ... (do I really need to explain this?)
 
Yo builders !

An another request from me !

I would like an offense from both Pokemon :

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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Toxic / Fire Blast



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Breloom @ Life Orb
Ability: Technician
EVs: 32 HP / 252 Atk / 4 Def / 220 Spe
Adamant Nature
- Spore
- Mach Punch
- Bullet Seed
- Swords Dance


I think that good company, Breloom can accomplish great things !

Thank you for the other two teams (AM & DennisEG). :)
me
 
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Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 4 Def / 100 SpA / 220 Spe
Naive Nature
- Stone Edge
- Stealth Rock
- Earthquake
- Taunt

Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Crunch
- Waterfall
- Poison Jab
- Protect

Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 152 HP / 136 Def / 116 SpD / 104 Spe
Calm Nature
IVs: 0 Atk / 30 SpA
- Thunderbolt
- Flash Cannon
- Thunder Wave
- Substitute

Hydreigon @ Life Orb
Ability: Levitate
EVs: 184 HP / 4 Def / 100 SpA / 220 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Earth Power / Draco Meteor
- Taunt
- Roost

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 212 Def / 44 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Cosmic Power
- Charge Beam
- Soft-Boiled

Breloom @ Fist Plate
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Spore
- Swords Dance
Rotom-Wash @ Rocky Helmet
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
what is up AD impish john. salamence was obviously the 'mon you wanted your team built around, but through a lot of time using it, it is a fairly mediocre 'mon in the current metagame, eclipsed by the more popular scarf set which can get multiple moxie boosts over time. i have made various teams around it, but they all fail. a decline in stall makes the dpp infamous breaker kind of useless in this offensive metagame and it fails to break balance anyways. with all this said, i chose hydreigon over salamence which gives you some crazy wallbreaking potential with dark pulse, taunt, and roost. the set runs draco meteor or earth power as coverage. i prefer the former, but i put the latter in the import because people prefer that as coverage for this set nowadays. i took the hyper offensive path because i am bad at making balance (why i take the more offensive cores). aerodactyl taunts things, gets rocks, and has nice coverage with edgequake. i put in magnezone to trap steels for hydreigon, using the more defensive set to troll offensive team with thunder wave and substitute. sharpedo makes a decent cleaner in the current metagame. it has poison jab because as one can see, there are no checks to azumarill and offensive dd mega altaria. i had a deadly offensive core, so i paired it with something to take on fighting types, clefable. calm mind is nice, but cosmic power + charge beam is a lord set plowing past balance teams with little to no effort. ah yes, the last slot. the difference is wether you want yourself losing to offensive talonflame and mega pinsir, or mold breaker excadrill. scarf excadrill has turned into a threat right now and it is appearing on a handful of teams,,,, but rotom-w checks that omnipresent talonflame and occasional mega pinsir(!). your choice. i like rotom-w more to deal with sand rush excadrill, clefable's best counter and wear it down with life orb + rocky helmet, but mold breaker is just annoying rofl. i tried some crazy air balloon keldeo, don't use it

have fun with it. i'll leave the salamence set i used below n_n
Salamence @ Draco Plate
Ability: Moxie
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Outrage / Dragon Claw / Dragon Rush
- Fire Blast
- Iron Tail
 
menswear (Roserade) @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Rest
- Leaf Storm
- Sludge Bomb

exceptions (Bisharp) @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 52 SpD / 204 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Pursuit

Hey OU friends. Asking for a bit of an oddball here, but I'd like a team centered around this core. The basic point is that Bisharp struggles against bulky Water-types, which Roserade takes on and weakens via Spikes. Roserade is beaten by Psychic-types – notably Latias/Latios – which Bisharp Pursuit traps and beats in general. The core struggles with faster Pokemon, where Sucker Punch is useful. I made a team of this on my own of Roserade/Alakamza/Mega Altaria/Keldeo/Bisharp/Landorus-T and it hasn't exactly been super amazing. Hoping to get a better version. Thanks in advance guys. :]
 
menswear (Roserade) @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes
- Rest
- Leaf Storm
- Sludge Bomb

exceptions (Bisharp) @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 52 SpD / 204 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Pursuit

Hey OU friends. Asking for a bit of an oddball here, but I'd like a team centered around this core. The basic point is that Bisharp struggles against bulky Water-types, which Roserade takes on and weakens via Spikes. Roserade is beaten by Psychic-types – notably Latias/Latios – which Bisharp Pursuit traps and beats in general. The core struggles with faster Pokemon, where Sucker Punch is useful. I made a team of this on my own of Roserade/Alakamza/Mega Altaria/Keldeo/Bisharp/Landorus-T and it hasn't exactly been super amazing. Hoping to get a better version. Thanks in advance guys. :]
will take
 
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I've been having fun both testing ideas with and theorymonning with this core. I've recently fallen in love with Mega Scep's speedy cleanup abilities over the previously-used Serperior, and so went about building a team or 2 (or 7) around it. I've settled on this core mainly cause they synergize well in roles, mostly fit my balanced kind of style, and they have the neat FWG and DFS aspects about them, which is fun! Other than Scep's role, Azumarill acts as either a pivot with AV or a wallbreaker with CB, and Heatran either is either my SpD backbone or a stallbreaker. It all depends on what the other members of my team are at the time. As I climb the ladder though, matchups are getting tougher with my current members which leads to a lot of uncomfortable and unreliable "dancing" around my opponent, but this core has been very successful so far, and I'd love to see what can be done to advance it! I've found that generally wall- and stall-breakers are great for Scep to come in and clean up after, and pivots or Volt-Turn get it in safely (as well as Azu to smash more faces). The sets I'm including are very open to be changed if the other members make it needed, like if something else packs SR and can free the slot on Heatran for another move or set, or like Azu doing CB, BD, or AV. I've had the most success with Sub Scep mainly because, if I play right, it allows me some level of hope against Talon or Weavile instead of insta-dying 100% of the time, both of whom are common right now, as well as general safety in prediction and maybe nabbing an extra hit on something slower.

You guys rock!

Sceptile @ Sceptilite
Ability: Overgrow
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Giga Drain
- Dragon Pulse
- Focus Blast
- Substitute

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

<Or> Choice Band, Belly Drum, or even Sap Sipper wall shenanigans.

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

<or> Magma Storm Stallbreaker, if need be. Like I said, I'm easy on sets.
 
Cheers buddy
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Hola Alfalfa i build the most speedy balance i could without getting 6-0'ed by any common threat. I let Focus on clef because wanna used your set suggestion, it work but i like more t-wave to have a speed control or set up in front of check such as paralyzed heatran but Focus is really nice after 1 CM, or againts Skarm trying to roost, with this in mind and how Clef can lure this walls i choose my mega option being M-Sciz, as Clef lure Skarm and Tran for an easy late game sweep. I prefer a bulky SD set just to maintain the balance/sinergy between member allowing me to check fairies helped by talon as well. You can go SD+3attacks so i leave the set too. Next as we have a 4x weakness mon to rocks defog/spin is really needed, i choose latios because give me offensive pressure and longevity as Starmie had 4MSS which make it hard to use in this case. The struggle against Bisharp so Bulky chomp is there to handle it as well opposing M-Sciz or another physical attacker such as opposing Talonflame. And last i needed a speed control + revenge killer so Scarf Lando-t fit really well and can provide momentum combined with Sciz for stall teams, SuperP>Knock could be an option but i think gengar is more a problem than Mega Gyara. Hope u like and Enjoy and Merry Christmas
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Focus Blast
- Soft-Boiled
- Calm Mind

Talonflame (M) @ Sharp Beak / Leftovers
Ability: Gale Wings
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Swords Dance
- Brave Bird
- Taunt
- Roost

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

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

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

OR

Scizor-Mega @ Scizorite
Ability: Light Metal
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Bullet Punch
- Swords Dance
- Superpower
- Bug Bite
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Wasup ! Darts502_A/M a pretty fun Volt-turn core with common weakness to Ground so my first member after the core its Lando-T, this mon still provide a Volt-turn core as well as Rocks and able to pivot around against some physical attackes and check sand offense, next i wanna some mons that take advantage of this free switch ins due to the volt-turn so i went with a double water choice being CB Azu + Specs Keldeo, between this two can break most of the teams as well can check some common threats such as Dark spam and Exca on sand(Aqua jet's azu), HP Electric for Gyara/BD Azu and the glue of the team is Latios, provide hazard control and a solid keldeo switch in. The team works pretty well and its so fun, so hope u like it and Enjoy and Merry Christmas!
Ampharos @ Ampharosite
Ability: Static
EVs: 248 HP / 28 SpA / 232 SpD
Calm Nature
IVs: 0 Atk
- Dragon Pulse
- Volt Switch
- Rest
- Sleep Talk

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Iron Head
- Heart Stamp
- U-turn
- Healing Wish

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

Azumarill @ Choice Band
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Defog
- Draco Meteor
- Psyshock
- Roost

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Electric]
 
Requesting something around an offensive core based on Volcarona + Terrakion:

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

Terrakion.png
@ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Rock Polish
- Stone Edge
- Swords Dance​
 
Core: Chomper and Loomer
Requested by: Soldier on Page 15 Post 355
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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast

Breloom @ Fist Plate
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Spore
- Mach Punch
- Bullet Seed
- Swords Dance

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

Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Pursuit
- Hammer Arm
- Zen Headbutt

Latios @ Life Orb
Ability: Levitate
EVs: 32 HP / 224 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost / Hidden Power [Fire]
- Defog

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

aite. This was a pretty solid cool core to work with and a starting point for a HO team that doesn't lose to sand is nice too. So obvious issues with the core at first are Weavile and Lati weaknesses because either of them just beat the two. Keldeo helps with Weavile and it fills the role of a fast cleaner and revenge killer with Scarf. MegaGross is my Pursuit trapper of choice because Pursuit MGross is heavily underrated and despite it lacking the bulk of AV variants, it puts in a lot of work, just watch for HP Fire Latis and switching on Zam's Shadow Ball. Latios helps with checking Keldeo and Zard Y which are pretty annoying too as well as being able to handle common stuff like Venu. You can run HP Fire or Thunderbolt if you want to be able to pick off Scizor / Ferrothorns, the latter is kinda annoying for the team tho. Tbolt lets you pick off Skarm and Azu more easily though I like the longevity Roost provides to help with Keldeo. Thundurus brings Speed control and helps stop DD mons like ZardX, Alt, etc and Nasty Plot is good, so yeah. Electric types are pretty annoying, but you can pressure them a bunch. also watch out for celebi and mew because they can be problematic. thanks to the usual goons AM bludz Vertex Nedor suggesting some changes and pointing out weaknesses etc

hope you enjoy the squad.
 
Requesting something around an offensive core based on Volcarona + Terrakion:

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

Terrakion.png
@ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Rock Polish
- Stone Edge
- Swords Dance​
I'm actually working on this one right now so I guess I have it reserved.

Edit: I'm changing sets though.
 
Last edited:
Core: Chomper and Loomer
Requested by: Soldier on Page 15 Post 355
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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast

Breloom @ Fist Plate
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Spore
- Mach Punch
- Bullet Seed
- Swords Dance

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

Metagross-Mega @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Meteor Mash
- Pursuit
- Hammer Arm
- Zen Headbutt

Latios @ Life Orb
Ability: Levitate
EVs: 32 HP / 224 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost / Hidden Power [Fire]
- Defog

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

aite. This was a pretty solid cool core to work with and a starting point for a HO team that doesn't lose to sand is nice too. So obvious issues with the core at first are Weavile and Lati weaknesses because either of them just beat the two. Keldeo helps with Weavile and it fills the role of a fast cleaner and revenge killer with Scarf. MegaGross is my Pursuit trapper of choice because Pursuit MGross is heavily underrated and despite it lacking the bulk of AV variants, it puts in a lot of work, just watch for HP Fire Latis and switching on Zam's Shadow Ball. Latios helps with checking Keldeo and Zard Y which are pretty annoying too as well as being able to handle common stuff like Venu. You can run HP Fire or Thunderbolt if you want to be able to pick off Scizor / Ferrothorns, the latter is kinda annoying for the team tho. Tbolt lets you pick off Skarm and Azu more easily though I like the longevity Roost provides to help with Keldeo. Thundurus brings Speed control and helps stop DD mons like ZardX, Alt, etc and Nasty Plot is good, so yeah. Electric types are pretty annoying, but you can pressure them a bunch. also watch out for celebi and mew because they can be problematic. thanks to the usual goons AM bludz Vertex Nedor suggesting some changes and pointing out weaknesses etc

hope you enjoy the squad.

Fast ...
Thank you for this gift, Merry Christmas! :)
I'll play on !
 
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Aerodactyl @ Focus Sash
Ability: Pressure
EVs: 4 Def / 100 SpA / 220 Spe
Naive Nature
- Stone Edge
- Stealth Rock
- Earthquake
- Taunt

Sharpedo-Mega @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- Crunch
- Waterfall
- Poison Jab
- Protect

Magnezone @ Leftovers
Ability: Magnet Pull
EVs: 152 HP / 136 Def / 116 SpD / 104 Spe
Calm Nature
IVs: 0 Atk / 30 SpA
- Thunderbolt
- Flash Cannon
- Thunder Wave
- Substitute

Hydreigon @ Life Orb
Ability: Levitate
EVs: 184 HP / 4 Def / 100 SpA / 220 Spe
Modest Nature
IVs: 0 Atk
- Dark Pulse
- Earth Power / Draco Meteor
- Taunt
- Roost

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 212 Def / 44 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Cosmic Power
- Charge Beam
- Soft-Boiled

Breloom @ Fist Plate
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Spore
- Swords Dance
Rotom-Wash @ Rocky Helmet
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
what is up AD impish john. salamence was obviously the 'mon you wanted your team built around, but through a lot of time using it, it is a fairly mediocre 'mon in the current metagame, eclipsed by the more popular scarf set which can get multiple moxie boosts over time. i have made various teams around it, but they all fail. a decline in stall makes the dpp infamous breaker kind of useless in this offensive metagame and it fails to break balance anyways. with all this said, i chose hydreigon over salamence which gives you some crazy wallbreaking potential with dark pulse, taunt, and roost. the set runs draco meteor or earth power as coverage. i prefer the former, but i put the latter in the import because people prefer that as coverage for this set nowadays. i took the hyper offensive path because i am bad at making balance (why i take the more offensive cores). aerodactyl taunts things, gets rocks, and has nice coverage with edgequake. i put in magnezone to trap steels for hydreigon, using the more defensive set to troll offensive team with thunder wave and substitute. sharpedo makes a decent cleaner in the current metagame. it has poison jab because as one can see, there are no checks to azumarill and offensive dd mega altaria. i had a deadly offensive core, so i paired it with something to take on fighting types, clefable. calm mind is nice, but cosmic power + charge beam is a lord set plowing past balance teams with little to no effort. ah yes, the last slot. the difference is wether you want yourself losing to offensive talonflame and mega pinsir, or mold breaker excadrill. scarf excadrill has turned into a threat right now and it is appearing on a handful of teams,,,, but rotom-w checks that omnipresent talonflame and occasional mega pinsir(!). your choice. i like rotom-w more to deal with sand rush excadrill, clefable's best counter and wear it down with life orb + rocky helmet, but mold breaker is just annoying rofl. i tried some crazy air balloon keldeo, don't use it

have fun with it. i'll leave the salamence set i used below n_n
Salamence @ Draco Plate
Ability: Moxie
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Draco Meteor
- Outrage / Dragon Claw / Dragon Rush
- Fire Blast
- Iron Tail
The Aerodactyl has SpA EVs and a Naive nature but no special moves. I'm guessing you used to have fire blast but changed it, but I just wanted to let you know.
 
Well since the last request I made was denied XD

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- Ice Beam
- Outrage
- Fusion Bolt
- Iron Head

Hoopa-Unbound @ Choice Scarf
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Psychic
- Gunk Shot
- Drain Punch

Ever feel like you didn't have enough power? I just wanna have fun smashing the opponent's team to pieces ... (do I really need to explain this?)
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Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Waterfall
- Crunch

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Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 SpD
Sassy Nature
- Giga Drain
- Earthquake
- Sludge Bomb
- Hidden Power [Fire]

This core has pretty good offensive and defensive synergy. I've tried making stuff like this before but it always ends up having a pretty big hole against something, so I wanted to see what one of you could make out of it. Gyarados checks stuff like Keldeo and Mega Lopunny in base form and Bisharp, Weavile, and Hoopa-U in Mega, mainly Dark spam really which actually helps out a lot for the rest of the team.

Tangrowth is there to check a bunch of stuff with AV, like Waters, Fairies, Grasses, Electrics, and Grounds. It also lures some of Gyarados' checks and counters like Sludge Bomb for Mega Altaria and Breloom, and HP Fire for Skarmory, Ferrothorn, and Mega Scizor.

Sets are placeholder and can be changed as needed because they both have a lot of other viable moves. Thanks!

e: since nobody has taken this yet, I'd just like to add that I'd like a bulky offensive team preferably.
agarrare estos !
 
Gigo

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NYStateOfMind (Scizor-Mega) @ Scizorite
Ability: Light Metal
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bullet Punch
- Bug Bite
- Superpower
- Swords Dance

Memory Lane (Volcarona) @ Lum Berry
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Hidden Power [Ground]
- Fire Blast
- Giga Drain
- Quiver Dance

World Is Yours (Terrakion) @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Quick Attack
- Facade

Halftime (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Psyshock
- Draco Meteor
- Surf
- Defog

ItAin'tHardToTell (Landorus-Therian) @ Life Orb
Ability: Intimidate
EVs: 60 Atk / 196 SpA / 252 Spe
Naughty Nature
- Earthquake
- Hidden Power [Ice]
- Explosion
- Stealth Rock

One Love (Rotom-Wash) @ Sitrus Berry
Ability: Levitate
EVs: 248 HP / 52 Def / 208 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Thunder Wave
I wanted to wait and see if someone was using this for a small tour but they didn't so now it's a good time to post it. Double Dance Terrakion I think is a pretty crappy set so I figured it would be more appropriate to change it to one of the three decent sets it has these days, this one being the Band Set. I changed Volcarona to Lum Berry because the standard Clefable just paralyzes you for free unless you magically set up to like +3 for an OHKO on Fire Blast which lol is rare. The main idea when I was building around your core was normally how I build, throw some stuff together that I think seems like it would, test, then improve on that to formulate some sort of game plan or design for the team. Most of the stuff is a lot of basic mons with a couple of lure options to tackle traditional switch ins, such as the Latis being a common Rotom-W switch in to absorb an incoming burn, thus being able to paralyze them on the switch in, HP Ice Lando-T to catch Tankchomps and the increase of Rocky Helmet Lando-T to give Terrakion an easier time of punching holes with Band. Originally I had your Volcarona set movewise but after play testing and watching some people test the team with it Heatran was a pretty large annoyance so I opted for HP Ground instead. I needed a steel after and something with a bit speed control in priority for offense. After some thought and suggestions Offensive Mega Scizor fit the bill really well. Punishes a lot of fat builds that people like to rely on too much while taking advantage of the paralysis spread by Rotom-W along with the damage that the rest of the team will secure for Scizor to sweep more easily.

Team is Latios weak in the sense that you don't want to be giving it switch in opportunites. Same deal with set up sweepers, it's a team meant to apply pressure so don't treat it like a fat build where you're free to take a hit or two. Most times you're not and it's a misconception when using mons like these. Offensive electrics can be annoying as well so when you see those same deal but use Latios as the crutch. Every member is key in one way or another so yes once in awhile you'll have to grow a pair and make a couple of ballsy plays. Enjoy.

Nickname Origins - Illmatic by Nas
 
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Charizard (F) @ Charizardite X
Ability: Blaze
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Flare Blitz
- Earthquake
- Dragon Claw
- Dragon Dance

Dragonite (M) @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Claw
- Earthquake
- Dragon Dance
- Extreme Speed

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

Can I request a Hyper Offense around this core? I really like the core since Zard X and Dnite are very similiar win conditions with drill supporting them with hazard control. Thank you for your time and have a nice day.
 
Request: DDance Dnite
User: Dr Ciel

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Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 144 Def / 16 SpA / 100 Spe
Naive Nature
- Stealth Rock
- Earthquake
- U-turn
- Hidden Power [Ice]

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Thunderbolt
- Roost / Psychic
- Trick

Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 64 HP / 252 SpA / 192 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]

Keldeo-Resolute @ Rocky Helmet
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rest
- Sleep Talk
- Secret Sword
- Scald

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

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

This team looks kind of weird but hear me out that it really is decent. So, if your main goal is to sweep with Dnite, Steels such as Skarm and Ferro need to be gone as well as fairies in order to achieve this goal. I decided to go with the common trapper Magnezone cuz it's just great with dragons and can easily remove the 2 steels mentioned earlier and do a shitton to fairies since it's specs. EVs are to outspeed Standard Mega Venusaur, Max Sp atk for power, rest in bulk. Dnite needs some sort of hazard removal, I decided on Mold Breaker Excadrill cuz fulfils the roll nicely with Scarf as it doesn't kill your momentum, it's another fairy check, and paired w/ Zone, once Skarmory is gone, it just spams EQ for days. It's a great lure to skarm as you can easily go for a crisp double to zone and just killing it. I was weak to opposing sand and needed a rocker so i settled w/ Lando-t. I made it Hp Ice cuz it's just another lure to kill/weaken mons like Fat Chomp, Opposing Lando-ts, and Gliscor to make sweeping for Dnite easier. EVs is to outspeed speed creeping mons w/ base 70 speed (bisharps, looms, etc.), sp atk is to 2hko looms w/ HP Ice, rest in bulk. It is also another Skarm lure to just U-turn on it and trap it w/ zone. I really needed a Keldeo Answer as well as a CharY answer so I settled with Latios. I made it scarf cuz considering that I'm not running a fat Lando-t, if something like ZardX gets +1, Lando-t can easily get destroyed and if it's Jolly, Scarf Driller isn't revenging, however Scarf Lati will. I gave it tbolt so that BD azu doesn't completely 6-0 me, Trick is to make walls useless (Chansey, Clefs, etc.), I gave it roost cuz if you dont see a fast DDance mon or you alrdy removed it, Lati can at least stay alive for the game after tricking away it's scarf and you can save it for something like Keldeo. You're more than welcome to give it Psychic/Psychock over Tbolt or Roost if you want if you feel Venusaur is an issue (it kind of is, but not really). Bisharp is a threat to the team, so i decided to use Keldeo as my final mon. It's kind of cool with Rest-Talk as it walls sableye to utter shit unless CM Sball, Rocky Helmet is interesting cuz it's fun weakening physical mons that wanna touch it. You can give it something else if you want (Life Orb, Splash Plate, Leftovers, w.e u want). No mega kind of sucks but I can't really fit one anywhere, however it's a very fun team if you love predicting as well as love offense. Enjoy and let me know if you have any questions.
 
Gigo

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NYStateOfMind (Scizor-Mega) @ Scizorite
Ability: Light Metal
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bullet Punch
- Bug Bite
- Superpower
- Swords Dance

Memory Lane (Volcarona) @ Lum Berry
Ability: Flame Body
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Hidden Power [Ground]
- Fire Blast
- Giga Drain
- Quiver Dance

World Is Yours (Terrakion) @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Quick Attack
- Facade

Halftime (Latios) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Psyshock
- Draco Meteor
- Surf
- Defog

ItAin'tHardToTell (Landorus-Therian) @ Life Orb
Ability: Intimidate
EVs: 60 Atk / 196 SpA / 252 Spe
Naughty Nature
- Earthquake
- Hidden Power [Ice]
- Explosion
- Stealth Rock

One Love (Rotom-Wash) @ Sitrus Berry
Ability: Levitate
EVs: 248 HP / 52 Def / 208 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Thunder Wave
I wanted to wait and see if someone was using this for a small tour but they didn't so now it's a good time to post it. Double Dance Terrakion I think is a pretty crappy set so I figured it would be more appropriate to change it to one of the three decent sets it has these days, this one being the Band Set. I changed Volcarona to Lum Berry because the standard Clefable just paralyzes you for free unless you magically set up to like +3 for an OHKO on Fire Blast which lol is rare. The main idea when I was building around your core was normally how I build, throw some stuff together that I think seems like it would, test, then improve on that to formulate some sort of game plan or design for the team. Most of the stuff is a lot of basic mons with a couple of lure options to tackle traditional switch ins, such as the Latis being a common Rotom-W switch in to absorb an incoming burn, thus being able to paralyze them on the switch in, HP Ice Lando-T to catch Tankchomps and the increase of Rocky Helmet Lando-T to give Terrakion an easier time of punching holes with Band. Originally I had your Volcarona set movewise but after play testing and watching some people test the team with it Heatran was a pretty large annoyance so I opted for HP Ground instead. I needed a steel after and something with a bit speed control in priority for offense. After some thought and suggestions Offensive Mega Scizor fit the bill really well. Punishes a lot of fat builds that people like to rely on too much while taking advantage of the paralysis spread by Rotom-W along with the damage that the rest of the team will secure for Scizor to sweep more easily.

Team is Latios weak in the sense that you don't want to be giving it switch in opportunites. Same deal with set up sweepers, it's a team meant to apply pressure so don't treat it like a fat build where you're free to take a hit or two. Most times you're not and it's a misconception when using mons like these. Offensive electrics can be annoying as well so when you see those same deal but use Latios as the crutch. Every member is key in one way or another so yes once in awhile you'll have to grow a pair and make a couple of ballsy plays. Enjoy.

Nickname Origins - Illmatic by Nas
awesome man!!! adding hp ice landot (which is one of my favorites) was the cherry on top! you guys ROCK!
 
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