Resource OU Teambuilding Workshop v4 (CLOSE)

I just started thinking of competitive battles so Please help and suggest what I can do to improve it and what pokemon to add.

I was thinking it to be centered around Talonflame.

Talonflame @ (?)
Ability: Gale Wings
252 Spe 252 Atk 4 Sp. Atk
Flare Blitz
Brave Bird
Roost
U-Turn

My thinking is that this will be my scout, I can u-turn to switch my pokemon if i need to.

Greninja @ (?)
252 Spe. 252 Atk. 4 Sp. Atk
Extrasensory
Ice beam
Hydro pump
(I DONT KNOW WHAT TO PUT)

This is a basic Greninja, can't really say much more.

Shedinja @ Focus Sash
252 Atk 252 Spe 4 Sp. Atk
Endure
Toxic
X-Scissor
Shadow Sneak

This is something I'm still playing around with to get it right

Any other suggestions?

I'm thinking something with baton pass for my shedinja but I don't really know How I can add on,

Any help?

Thanks!
 

Diggersby @ Life Orb / Lum Berry
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Return
- Earthquake
- Quick Attack / Fire Punch
- Swords Dance

I'd like to see a newer take on a SD Diggersby team. It's been quite a while since I've seen a team around it. It's okay if it's Hyper/Bulky Offense or Balance. Its pros is that it smelts slower builds and can snipe down weakened targets with Quick Attack. Its weaknesses are that it's quite fodder for faster teams, and Gengar's a notable one beacuse it's immune to everything Diggs has bar Knock Off. Lum Berry is slashed if status is a problem as well as Fire Punch if Skarmory, Ferro or MSciz needs to be addressed.
 

Indigo Plateau

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Can I request this core:
upload_2016-5-4_15-8-1.png

Charizard @ Charizardite X
Ability: Blaze
EVs: 104 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost


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

Simple Slowbro to help switch in things that Zard-X doesn't appreciate, such as Keldeo, Excadrill, and so on. I feel like Zard-X has seen its usage drop quite a bit, even though it's still capable of destroying a lot of the current meta after a single DD, such as Latios, and can set up on Rotom, Skarm, and so on. Slowbro helps Zard break bulky grounds, etc. Zard-X can also switch into Bish and set up on some pursuit locked mons.

It'd be helpful if the teams is balance leaning towards offense, which suits more my playstyle, but feel free to make some adjustments!
 
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Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 80 Def / 176 Spe
Timid Nature
- Nasty Plot
- Air Slash
- Thunder Wave / Heal Bell
- Roost

Hoping you can make a team centered around one of my favorite stall breakers. With the rise of Stall (post-Hoopa ban) and Chomp usage, Togekiss definitely has a niche as a defensive annoyance and an offensive threat.
 

Sceptile @ Sceptilite
Ability: Overgrow
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Leaf Blade
- Dragon Claw
- Drain Punch / Earthquake

Is is possible? I like to hope so. An absolute waste of its Sp.Atk of course in favor of its Atk is somewhat mitigated by at least it can force switches for the SD? Surprise factor? The last slot is a toss up for whether or not you want to be able to make a mess of Heatran/Metagross quicker. Lightningrod keeps it from being para'd via T-Wave. It's faster than the punny as well, but demolished by any prio that isnt AJ. Thanks for acceptin if you do! Thought it'd be fun.
 
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Tyranitar @ Expert Belt
Ability: Sand Stream
EVs: 244 Atk / 172 SpA / 92 Spe
Mild Nature
- Stone Edge
- Pursuit
- Ice Beam
- Fire Blast

With scarf tar being so common in the meta right now (as well as band, though that's not as applicable here), Expert Belt Ttar can be a good lure/bluff to pair up with things that like pokemon like Landorus-T, Garchomp, Gliscor, Ferrothorn, M-Scizor, and Skarmory baited and eliminated. The EV spread I have always ohkoes M Sciz/Ferro/Bulky Chomp/Lando/spdef Gliscor and does 64-75 to spdef Skarm, with speed to speed creep standard BD Azu. It's possible there are better spreads though, so feel free to change that up as you see fit. I think the moveset listed is probably the best possible combination, with Edge being strong stab and Pursuit allowing you to trap Latis and the like. Losing crunch makes it harder to check bulkier psychics for sure, but I think it's necessary for this set to be effective. I think the playstyle this set would best fit on is Bulky Offense, though both a more offensive build and Balance can work too. Thanks in advance.
 
so here's a thing I haven't been able to make work
upload_2016-5-4_13-27-18.jpeg

Alakazam @ Life Orb
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psychic
- Focus Blast
- Shadow Ball
- Encore

Regular LO Alakazam is a cool underrated threat that hits harder than its' mega form, however it's hella frail and needs a free switch. BandTtar is a good teammate, but you don't have to use it. Idk what else to write, so thanks in advance.
 
Alright, I've got a serious core this time, I swear, no Weather Ball Volcanion trash. . .
Instead I'm asking for my favorite Mega in OU right now, the based Goddess Mega Medicham and Manaphy.


Medicham (F) @ Medichamite
Ability: Pure Power
EVs: 16 HP / 240 Atk / 252 Spe
Adamant Nature
- Fake Out
- Thunder Punch
- Ice Punch
- High Jump Kick


Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Tail Glow
- Scald
- Psychic

I'm sure the idea behind this is pretty obvious. Fuck Stall, and fuck fat shit on balance. Boltbeam Megacham is pretty awesome right now, since it can take out all of its usual counters outside of Sableye. Sableye, just so happens to be almost always seen on Stall, which is what Manaphy is for. TGRD Manaphy has fallen out of popularity lately, but I feel it's still magnificent.
 

Clone

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Alright, I've got a serious core this time, I swear, no Weather Ball Volcanion trash. . .
Instead I'm asking for my favorite Mega in OU right now, the based Goddess Mega Medicham and Manaphy.


Medicham (F) @ Medichamite
Ability: Pure Power
EVs: 16 HP / 240 Atk / 252 Spe
Adamant Nature
- Fake Out
- Thunder Punch
- Ice Punch
- High Jump Kick


Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Tail Glow
- Scald
- Psychic

I'm sure the idea behind this is pretty obvious. Fuck Stall, and fuck fat shit on balance. Boltbeam Megacham is pretty awesome right now, since it can take out all of its usual counters outside of Sableye. Sableye, just so happens to be almost always seen on Stall, which is what Manaphy is for. TGRD Manaphy has fallen out of popularity lately, but I feel it's still magnificent.
Mine. May edit manaphy but we'll see
 

AM

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LCPL Champion
Requested by: FY2.0/Eko and Gene Sp

Core:
+

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

Volcanion @ Leftovers
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Steam Eruption
- Flamethrower
- Earth Power
- Toxic

Diggersby @ Life Orb
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Earthquake
- Frustration
- Quick Attack
- Swords Dance

Chansey @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Seismic Toss
- Thunder Wave
- Soft-Boiled
- Stealth Rock

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Rest
- Roar
- Calm Mind

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Trick
- Defog
You two guys can change the sets to w/e you want on Volcanion but I put Leftovers as a placeholder. If you don't have Toxic on Volcanion I find it too easy for stuff like bulky waters + M-Lati to come in where at least you can pressure stuff like these. Specs is fine, Splash Plate, resist berry but yeah. Anyways, wasn't really sure how to build this at first cause M-Gross missing all the time makes it garbage and Diggersby is already kind of niche to begin with. I ended up using Chansey as the rocker since it helped remedy some problems like Manectric and remove weaknesses of having two grounds which would increase the pressure by waters. CM Suicune gave me a secondary wincon with Diggersby against fatter teams primarily and being less pressured by CM Clef considering Metagross' tendency to miss **all the time** is its downfall against stuff it would normally blow back. Scarf Latios gives the team a bit more speed control while not totally clicking "x" on Keldeo and some faster offensive threats like + 1 Char-X, M-Alakazam, etc. The team is somewhat annoyed by Ferrothorn fortunately it's normally mandated as one of the Latios switch ins on a team so play your cards right and you can Trick the Scarf on it, same with Klefki. Dont paralyze M-Scizor with Chansey since that will be more than likely bad news. Speaking of which when you get tired of missing you can use M-Scizor over M-Gross.

If you want the wall-breaking potential of Volcanion go Specs, with the last move of your choice. Enjoy.
 
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AM

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LCPL Champion


Goodra @ Choice Specs
Ability: Sap Sipper
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Fire Blast
- Sludge Wave
- Focus Blast

Requesting a team with specs goodra. I've been seeing some talk about this pokemon and it seems interesting so i'd like try it out. The set is straightforward, specs boosts its spa to high levels, having draco as a strong STAB, fire blast to beat steels, sludge wave for fairies and focus blast to deal with heatran and ttar. Its niche over other offensive dragon types is pure dragon typing + higher sp bulk + sap sipper so its better to deal with the likes of amoonguss and serperior.
This is mine might use Expert Belt though.
 

Pangoro @ Choice Band / Life Orb
Ability: Scrappy
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Superpower / Drain Punch
- Knock Off
- Gunk Shot
- Ice Punch

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp / Thunder Wave
- Pain Split

Hey guys, I want to try this out because Pangoro is a nice wallbreaker and most of the fat teams you see around don't have a decent switch in other than Skarmory. (I'm not including Mega Venusaur since it doesn't do much in the current meta and nobody uses it anyway) I'd like the team to work around him so Pangoro has an easier time finishing off the game, the biggest problem of this mon is the speed so I was thinking of a TWave spam, or perhaps a volturn core based on slow pivots so it can switch in more safely, Rotom-W could be a nice partner since it provides a good bird switch in, it also has access to Twave and WoW, and besides, it can bring Pangoro in pretty safely thanks to its slow Volt Switch.
 
CagedWisdom42 matthewc20090
here's the team from the pokemon you two requested (alakazam / tyranitar)

hype williams (Alakazam) @ Life Orb
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Shadow Ball
- Encore

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

big pimpin' (Azumarill) @ Choice Band
Ability: Huge Power
EVs: 148 HP / 252 Atk / 108 Spe
Adamant Nature
- Aqua Jet
- Knock Off
- Waterfall
- Play Rough

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

scoborough (Tyranitar) @ Choice Band
Ability: Sand Stream
EVs: 180 HP / 252 Atk / 76 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Superpower

weston road (Ferrothorn) @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Thunder Wave
- Power Whip
- Gyro Ball

there were plenty of routes I could've gone after with the selection of the third pokemon on the roster. defensive volcanion was an option, and it surely would've improved the team's matchup with a few of its weaknesses, the main one being steel-types. azumarill made the final cut because of key resistances the water/fairy type offers. I felt that dark/fighting/ice resistances were more important since its more common to lose to keldeo/weavile/bisharp than it is to lose to a magnezone/metagross plus there are counterplays for steel types. plus one of the fighting checks on the team couldn't switch into any attacks and having two psychic types and scarce dark checks isn't a winning team building formula. i guess you could still fit volcanion here to help with some weaknesses but it also opens the door for new threats. m-scizor is a glue pokemon that can defend against multiple threats like kyub, fairies, weavile, bisharp, and etc. u-turn > knock off in order to prevent being trapped and also to give ttar opportunities to trap things. latias was added for the obligatory dragon type + electric/fire/water/fighting resist. healing wish is to give something a second chance. ferrothorn was the final pokemon, needed a support mon here and ferrothorn offers great support with t-wave and stealth rock, the chople berry is for emergencies (BRELOOM). ttar's moveset could be interchangeable with the moveset that matthewc20090 posted which is why i tagged him in this post. his expert belt lure set offers remedies to a few weaknesses and the team only slightly suffers from this small change.

weaknesses: BRELOOM, sort of bisharp weak, zard-x depending on set, slight tran weakness possibly since your checks get burned, possible minor keldeo weakness, defensive magnezone, late game metagross, pinsir, serperior, talon possibly late game depending on hp/burns of your mons, torn-t could also be problematic.

"i keep it 100 like im running a fever,
i might take a breather but i won't ever leave ya"
 
Hey, y'all. I'd like to request a team based around Banded TTar and Mega-Pinsir.

pinsir-mega.gif

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

tyranitar.gif

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 176 HP / 252 Atk / 4 SpD / 76 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Superpower

The concept behind the two of these is to emulate the "birdspam" mentality of tossing extremely powerful physical attacks at common physically bulky 'mons, but with more matchup synergy in mind. In terms of matchup syngergy---Pinsir suffers from a huge weakness to electric types and Talonflame, both of which TTar can take advantage of and potentially pursuit trap, while Pinsir can threaten the plethora of fighting types like Keldeo and Conkeldurr that scare TTar out with potential OHKOs. Between the two, the likes of Landorus-T, Rotom-W, Skarm, Hippo, and Tank-Chomp are immensely pressured, potentially giving one of the two leeway once the opponent's checks have been worn down.

Feel free to tinker with the sets as much as needed! I feel as though bulky offense is probably the best archetype for this core to fit into, but if HO or balance seems more suitable, then that's fine as well.

Thanks in advance!
 
I've been away from the competitive scenario for quite some time, so my current teambuilding skills are right now a bit rusty. As such, I would like to request a team to better understand the current metagame, featuring a Brony's favorite Pokémon...


Archimedes (Keldeo-Resolute) @ Choice Specs / Expert Belt
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Secret Sword
- Hydro Pump
- Hidden Power [Electric]

The role of this Keldeo is pretty simple: to plow holes into the opposing side, eventually spreading burns with Scald. Hidden Power Electric is here mainly to severely hurt bulky Water-types that would otherwise wall it completely, like Volcanion and Jellicent. Choice Specs would seem a no-brainer, but Expert Belt can bluff a Choice item while allowing Keldeo to switch attacks freely, allowing it to not lose momentum.

However, this moveset turns it into a very easy Lati@s bait, so a pursuit trapper would be really recommended, as well as a solution against Grass-types in general. As such...


Einstein (Metagross) @ Assault Vest
Ability: Clear Body
EVs: 252 HP / 160 Atk / 96 SpD
Adamant Nature
- Pursuit
- Meteor Mash
- Bullet Punch
- Earthquake

Metagross can help Keldeo in that regard by coming into Pokémon that threaten Keldeo, like Grass-types and Electric-types, with Meteor Mash and Earthquake respectively, as well as trap fellow Psychics with Pursuit. Zen Headbutt could be fit in the moveset to better handle guys like Mega Venusaur and Amoonguss, I guess. In exchange of these services, Keldeo can handle Ground-types which could mean bad news for Metagross.

I would like the team to be either bulky offense or balance, preferably the latter.
 
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TPP

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Head TD
Hey daddy's kisses!

Core:



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

Tyranitar (M) @ Choice Band
Ability: Sand Stream
EVs: 176 HP / 252 Atk / 4 SpD / 76 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Superpower

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

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

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 88 HP / 240 Def / 180 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Smack Down
- U-turn

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


I kept the sets the same, and went with Jolly Mega Pinsir, because outspeeding base 100 speed mons is really helpful when facing stuff like Zard X and other base 100 setup sweepers like Manaphy. Feint could be used since it'd let you go before Talonflame, and also allows you to avoid Rocky Helmet and Rough skin chip damage, though the lack of power can be noticeable at times. I added Latios because I wanted something to switch into Rotom, remove hazards for Mega Pinsir, and then switch into Keldeo. Thunderbolt helps with Skarmory, as it would've been troublesome for half the team so far. Thunderbolt can also help defeat Slowbro/Mega Slowbro and other bulky waters, since those are also rather annoying for the rest of the team. Keldeo was added to help out with fat grounds and Skarmory as you mentioned, and it also gave a solid dark counter, especially to Weavile. Keldeo also helps out with Mega Scizor, and I felt like it was in a position where it would get worn down rather quickly, so I went with the LO Rest Talk set to keep it healthy throughout the game and retain some extra power. Lando-T was added to help check Mega Lopunny, Excadrill/Sand Offense, and provide Stealth Rocks. Smack Down is a great move imo, as it lets you hit birds like Talonflame, but also makes them vulnerable to EQ. So that includes stuff like Zapdos, Skarmory, Talonflame and Rotom-Wash, all of which Mega Pinsir would appreciate gone. EV spread hits 263 speed to outspeed Breloom and Volcanion, and the rest of the EV's went into bulk. Finally, the team needed something for fairy types like Mega Gardevoir and Mega Alt, and I also wanted something fast since the team wasn't that fast, so I went with Scarf Jirachi. Fire Punch (credit goes to AM for this one) helps out with killing Mega Scizor, since it'd be very hard to stop if Keldeo died.

Hope you like it!
 
Hey daddy's kisses!

Core:



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

Tyranitar (M) @ Choice Band
Ability: Sand Stream
EVs: 176 HP / 252 Atk / 4 SpD / 76 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Superpower

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

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

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 88 HP / 240 Def / 180 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Smack Down
- U-turn

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


I kept the sets the same, and went with Jolly Mega Pinsir, because outspeeding base 100 speed mons is really helpful when facing stuff like Zard X and other base 100 setup sweepers like Manaphy. Feint could be used since it'd let you go before Talonflame, and also allows you to avoid Rocky Helmet and Rough skin chip damage, though the lack of power can be noticeable at times. I added Latios because I wanted something to switch into Rotom, remove hazards for Mega Pinsir, and then switch into Keldeo. Thunderbolt helps with Skarmory, as it would've been troublesome for half the team so far. Thunderbolt can also help defeat Slowbro/Mega Slowbro and other bulky waters, since those are also rather annoying for the rest of the team. Keldeo was added to help out with fat grounds and Skarmory as you mentioned, and it also gave a solid dark counter, especially to Weavile. Keldeo also helps out with Mega Scizor, and I felt like it was in a position where it would get worn down rather quickly, so I went with the LO Rest Talk set to keep it healthy throughout the game and retain some extra power. Lando-T was added to help check Mega Lopunny, Excadrill/Sand Offense, and provide Stealth Rocks. Smack Down is a great move imo, as it lets you hit birds like Talonflame, but also makes them vulnerable to EQ. So that includes stuff like Zapdos, Skarmory, Talonflame and Rotom-Wash, all of which Mega Pinsir would appreciate gone. EV spread hits 263 speed to outspeed Breloom and Volcanion, and the rest of the EV's went into bulk. Finally, the team needed something for fairy types like Mega Gardevoir and Mega Alt, and I also wanted something fast since the team wasn't that fast, so I went with Scarf Jirachi. Fire Punch (credit goes to AM for this one) helps out with killing Mega Scizor, since it'd be very hard to stop if Keldeo died.

Hope you like it!
That was... really fast! Thanks!

Team looks beautiful--can't wait to try out LO RestTalk Keldeo.
 
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DennisEG

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Can I request either (or both) of these cores:
View attachment 61503
Charizard @ Charizardite X
Ability: Blaze
EVs: 104 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost

View attachment 61504
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Impish Nature
- Recover
- Baton Pass
- Seed Bomb
- Swords Dance

Simple support Celebi to help switch in things that Zard-X doesn't appreciate, such as Keldeo, Excadrill, and so on. I feel like Zard-X has seen its usage drop quite a bit, even though it's still capable of destroying a lot of the current meta after a single DD, such as Latios, and can set up on Rotom, Skarm, and so on. Celebi helps break bulky waters and grounds that Zard-X struggles with, as well as absorb status for Zard (twave from Thundy and toxic). Zard also helps Celebi with fire, bug, and stuff like Bish. The Celebi set can be changed in order to better fit Zard's needs, I just picked this bc it was the most simple one lol

The second core:

View attachment 61505

Diancie @ Diancite
Ability: Clear Body
EVs: 32 Atk / 224 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Earth Power
- Protect
View attachment 61506
Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave
- Focus Blast
- Taunt

More of an offense core that is really good at breaking stall (Chansey w/o twave). I like this core because it takes an offense approach to dent anything in the metagame. Common switch-ins to Gengar are stuff like Torn-T and special walls, which Diancie can handle (unless heat iron tail torn kek). Diancie can also help Gengar with stuff like Talon and Bish (to an extent), as well as Ttar if it's locked bc everyone runs band Ttar now lol. Gar just helps break down walls that Diancie struggles with, like Skarm.

It'd be helpful if the teams for both cores (or just one if only one is chosen) is balance leaning towards offense, which suits more my playstyle, but feel free to make some adjustments!
We only accept one core per person, so go ahead and just leave the core you like the most. This way is more easier for us to pick. Thanks.
 

jacob

the obstacle is the only way
is a Top Social Media Contributor Alumnusis a Past WCoP Champion
BrandonBeast

Core:




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

Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Calm Mind
- Recover

Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 112 Def / 144 SpD
Sassy Nature
- Scald
- Earthquake
- Recover
- Curse

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 128 HP / 128 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Hidden Power [Ice]
- U-turn

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 160 Def / 96 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Toxic
- Stealth Rock

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


So I understand why you said you were having trouble building a team around this core, they type of team that it forces isn't bad per say but they aren't really all that good and struggle with certain wall breakers stuff like hp fire or will-o-wisp gard can just run this team over if they play it well same with hp fire kyub but those pokemon have always thrived vs teams like these. Overall I like the feel of the team and its pretty consistent. Gliscor does what gliscor has always done and that is annoying the hell out of fat teams that use passive bulky waters that can't 2hko it. I've never really used reuni before and in all the test games I've played with this team I'm disappointed in since it did basically nothing in every game, on paper it does the same thing glis does and ruins slow passive teams that like to use something like toxic to beat sweepers. I went with shadow ball over focus blast to hit other psychic types and hit most steel types for neutral damage without the risk of missing or even getting stalled out of focus blasts. Gastrodon was added because the core was a bit weak to keldeo if its hitting its hydro pumps, it also checks elecs that can be annoying to the team like thundy(without grass knot) mane and cm raikou, I went with the curse set so you dont get setup on by defensive scizor, cm clef, and other fat setup pokes. The evs let you switch into Life Orb zam and diancie will retaining decent physical bulk. AV Torn-T forms a nice core with gastro so you dont just autolose to volcanion since you can go to AV-Torn and if they dont hp grass you can just pivot into gastro(assuming they are specs), HP Ice is so opposing sd gliscor doesnt become a massive hassle, the evs are just giving a good amount of all around bulk while still retaining power to hurricane and other coverage moves. Mega-Sciz rounds the team out with a mandatory steel type and a mega, evs are standard enough spdef to live a draco then a following hp fire from latios 16 def evs with an impish nature lets you set up on lando-t since you arent 2hkod by max attack earthquake. Like i said earlier the team is pretty consistent and should serve you well, Hope you enjoy!


Sam-testings

Core:




Slurpuff @ Sitrus Berry
Ability: Unburden
Shiny: Yes
EVs: 12 HP / 252 Atk / 244 Spe
Jolly Nature
- Play Rough
- Drain Punch
- Return
- Belly Drum

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

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

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

Latios @ Light Clay
Ability: Levitate
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Light Screen
- Reflect
- Memento
- Psyshock

Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Psychic
- Tail Glow
- Rain Dance


Slurpuff faces a lot of problems as a sweeper in this metagame for one it can't setup up on anything except like ScarfTar locked into a dark move(same with banded weavile altho knock off is an issue) it can't even guarantee an ohko on ferrothorn and is actually a roll in ferros favor to live, it does 62 max to full spdef skarm and cant even 2hko physdef skarm. But thats were magnezone comes in trapping both of those pesky pokemon it also traps sciz which also walls puff and can revenge it with bullet punch. Lop helps wear down mega venu which is yet another mon that stops a slurpuff sweep since you can just pup on the switch and force it to use synth repeatedly by spamming return. Defensive Lando-T checks talonflame and other prio spammers that can stop the lil puffball from sweeping, it also gives you rocks. The lati set may seem like ass but its the only reason slurpuff sweeps as consistently as it does in test games you get up screens memento and boom freest belly drum of all time. And finally you got TG Rain Dance Mana to bait in stuff like venu and amoongus, you can also nab those crisp burns on ferro. Basically this entire team is tailored around slurpuff sweeping since thats the only way i could make it work. This team loses to stall pretty hard and if your opponent plays really well with venu then you can have a lot of trouble winning. The team was winning way more then it was losing while testing which is a good sign, I hope you enjoy the team and sweeping fools with a puffball.
 

sam-testings

What a beautiful face, I have found in this place
Ooooh thats actually pretty similar to the team i made jacob , maybe im not at teambuilding than i thought? Anyways, the team is super fun to play, its great to watch my opponents struggle to deal with this monster. Thanks a lot man =D
 

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