OU Teambuilding Workshop [Closed]

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dwarfstar

mindless philosopher
Venusaur + Specs Heatran Sun
...


...
Description:

Yo, MilkyWay. Got your sun team here. This was interesting to tinker with, but I feel like this is ultimately the best version of what I've constructed thus far despite some obvious flaws, but that's pretty much inevitable with sun. My original idea was Dugtrio + Volcarona + Torkoal, but it's relatively annoying to account for the scarfers that Volcarona is RK'd by—that idea was scrapped. I moved onto the idea of Chlorophyll sweepers soon after after I remembered having success with a troll sun team TDK pasted that featured Venu + Victreebell.

I honestly kind of forgot how I built this version, but the starting point here was—I think—Torkoal + Dugtrio + Cresselia. Sun is inherently going to be a very janky playstyle that is going to be strapped for threat coverage, so something capable of massively blanket checking the meta, like Cress, is practically mandatory. From there, I added the best Chlorophyll sweeper, Venusaur, Specs Heatran, and Scarf Terrakion to round out threat coverage. I apologize for this being particularly non-descriptive teambuilding process—this was the product of lots of tossing together a bunch of possible builds and seeing what worked best in theory and in practice. I ultimately decided that the pressure a Chlorophyll sweeper exerted + something to wallbreak with sun up was best to optimize offensive pressure output, so that's why 'Tran + Venu are there mainly.

Ash Gren is a massive headache and your only ground resist is Cress (!!) so be careful there. Stall will also be a major frustration but I don't think a viable sun team could get around that well. My sun teams did well in testing so hopefully it works well for you! Do note that there is a slash in Venusaur's moveset; you'll have to manually change that in the paste before actually importing if you want it to properly register in PS!.​
Yo, this is a sweet team and I'm gonna start testing with it as soon as I have some time (gotta relive those BW glory days), but I have a couple of questions about the sets you chose that I was hoping you could answer following your own tests. First, has going max/max Modest on Venusaur instead of using the BW2 standard spread (252 SpA / 180 Spe Timid) netted you enough KOs that a Timid spread wouldn't have to be worth missing out on outrunning the +1 base 108-110 speed bracket? Scarf Gengar in particular looks like a headache for this team, although since its usage is likely gonna drop once Pheromosa gets the boot I'm not sure how much weight to give that. Second issue concerns consistency in relying on Solarbeam Venusaur on a team with a single sun setter that's trying to provide its own hazard control. The extra power's definitely super attractive, but when I worked with other sun builds at the beginning of SM it was difficult to maintain steady enough pressure and keep sun up reliably enough for it to be worth it over Giga Drain's consistency on teams that didn't either have a reliable method of hazard control outside of Torkoal itself or a secondary emergency sun setter (granted, I didn't have Lunar Dance support and performance might have been negatively impacted by being rusty after taking last gen off and not having much time to play recently). Has Solarbeam been consistent enough to be worth the risk for you, and if so, was this on a build with Growth or Earthquake in your fourth moveslot? Lastly, what's the purpose of the SpA and Spe EVs on Torkoal? My first instinct would have been to throw those in one of its defenses (probably SpD), since it's already super slow and hits like a wet paper towel.

Thanks in advance!

EDIT: Got those questions answered and figured I should repost here so anyone watching sees where I went wrong. From user dk:
"Hey, I don't want to clutter the Teambuilding Workshop thread with non-request/team posts so I'll respond here:
Sun is inherently a janky and extremely matchup based playstyle and the decisions I made with the team were designed to provide as much pressure as possible given the constraints of using a sun team + chlorophyll sweeper. I'll just address the stuff you asked about in order:
1. Venusaur is super weak so modest is absolutely necessary (Sludge only does like 60% to Latios for example which is Venu's best way of hitting it no way in hell can I fit Pursuit support on a sun team)
2. Sun is up a ton because other weather is rare and Torkoal pivots into a surprising amount of things so I can afford to run Solar Beam (I'm also largely just copying what TDK ran on his sun HO); again, Venu is super weak so I feel like the extra power of Beam is necessary as well.
3. I actually never had the opportunity to use EQ or Growth in my testing so IDK about that; honestly Dugtrio is pretty hard to trap a decent player's Tran with, so I'd just use EQ for the sake of RKing Gengar.
4. The Def investment + nature hits a jump point so I just dumped some into SpA for a slightly harder-hitting Plume. You could easily just run max HP max Def but idk. Doesn't really matter."
 
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TMan87

We shall bow to neither master nor god
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Hi, this thread sounds pretty interesting !
May I request an offensive team based around a Mawile-Mega + Gengar core ? (most likely BO, but balance is fine too)

The Mawile set would be the following :

Mawile-Mega (F) @ Mawilite
Ability: Intimidate
EVs: depending of benchmarks I guess
Adamant Nature
- Play Rough
- Sucker Punch
- Thunder Punch/Fire Fang/Knock Off
- Swords Dance

As for Gengar, it has so much possible sets, so I'll let you guys choose which one is better for the team. You probably know better than me anyway.
Thanks in advance !

EDIT : Wanted to request MMAw + Hydreigon but the latter is C- so rip. Also, please consider suspect meta only for this one.
 
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Could someone build a team around a specs hoopa-U and a banded kyurem B. This core is surpose to make no switch ins as they have extremely high offensive stats and I would really like a BO team please.

Kyurem-Black @ Choice Band
Ability: Teravolt
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Fusion Bolt
- Iron Head
- Dragon Claw

Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Dark Pulse
- Psyshock
- Focus Blast
- Thunderbolt
These are the sets of the core
This is for the suspect ladder as well
 
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Could someone build a team from a tapu fini/mantine and lando-t and alolan marowak core. This defensive core specialises in covering for each others weaknesses and would like a team with a complete offensive presence with a bit of speed to cover for this rather slow core. Preferably a team which is a bit adaptable and for the post phero meta. U could use either fini or matine to build the team (or 2 teams!!)

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Hidden Power Ice
- U-turn

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
- Scald
- Roost
- Defog
- Toxic

(or)

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
- Taunt
- Nature's Madness
- Moonblast
- Defog

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shadow Bone
- Fire Punch
- Bonemerang
- Will-O-Wisp

these are the sets for the core, build for the post phero meta,ie, when phero gets banned
 

Mawile @ Mawilite
Ability: Hyper Cutter
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 0 Spe
- Play Rough
- Sucker Punch
- Thunder Punch
- Fire Fang
Description: Mawile his like a truck, but it speeds hinders it from being a true monster. So I figure trick room would be great, just that my luck with building trick room this gen has been so great. 3 trick room setters would be ideal. I really appreciate the help.
 

Martin

A monoid in the category of endofunctors
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+ Spikes

There isn't really anything viable that spinblocks Starmie atm, and with Spikes being broken in the current meta explicitly because the range of hazard control options is so fucking awful I kinda wanna mess around with a team utilising this 'mon alongside Spikes so due to Spin not clearing them whilst also covering the matchup against them and allowing for stuff which needs SR gone at all times to be used. I don't care what Starmie set you use or what Spiker or what archetype or whatever you use just so long as you run Spin on Starmie. Thanks in advance!
 
+ Spikes

There isn't really anything viable that spinblocks Starmie atm, and with Spikes being broken in the current meta explicitly because the range of hazard control options is so fucking awful I kinda wanna mess around with a team utilising this 'mon alongside Spikes so due to Spin not clearing them whilst also covering the matchup against them and allowing for stuff which needs SR gone at all times to be used. I don't care what Starmie set you use or what Spiker or what archetype or whatever you use just so long as you run Spin on Starmie. Thanks in advance!
mine
 

Marigold

formerly KuraiTenshi26
Hey guys, so mega pidgeot is to me what waifus/husbandos are to you; a necessity to life equal to breathing. ... they are, right?



Pidgeot-Mega @ Pidgeotite
Ability: No Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Heat Wave
- Hidden Power [Ground]/Hidden Power [Ice]/Hyper Beam/Roost
- U-turn

Regardless, I would looooooove a mega pidgeot team. I'm a typically a more offensive player, relying on voltturn or standard HO to get my wins. However, I'd be down to a team featuring any playstyle, using any sort of pidgeot moveset be it all out attacker or (semi)stallbreaker. Partners I've contemplated for a two-mon core include...



Tapu Koko @ Magnet
Ability: Electric Surge
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power Ice
- Volt Switch
- U-turn

Koko, for breaking bulky waters that can wall pidgeot, as well as pressuring opposing greninja that trouble birb jesus.




Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Water Shuriken
- Dark Pulse
- Hydro Pump
- U-turn

Ash Greninja, which can demolish heatran and take advantage of pidgeot destroying bulky grasses and keldeo, while destroying heatran for pidgeot.

Thanks for your time! >.< Oh, and non-phero meta please~
KuraiTenshi26
 
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canman98


So, I tried building with Z Thunderbolt Zapdos with Agility but after making a few teams, the set isn't that great and requires a lot of support to function. Using this set also means you lose out on Zapdos' defensive utility. I did manage to come up with something decently cool that's worked out a few times in testing. The basic idea is to Nasty Plot up with Mew and pass to Zapdos to give it the power to actually break through teams because otherwise it can't get past bulkier teams. Life Orb Chomp helps with pressuring stall along side Metagross. Tangrowth is just a solid pivot and Keldeo is a secondary BP receiver to run through weakened offense teams with +2 Surf. While it's not perfect, it's a fun build to mess around with.



I'm giving you a second version as well. This one suggested by Obii. This one has a different spin because I originally wanted to run Agility Pass Zapdos to support Mawile but that wasn't working as well as I'd hoped. I know user Sam has a similar team to mine, so I wanted something a little different. Obii suggested trying a Mawile version as it would stronger vs Stall and fatter builds. Mawile has SR + 3 Attacks to be able to get up SR vs stall and also setting it on the back foot is it tries to pivot to tank hits from it. Scarf Keldeo because the team desperately needs speed, Tangrowth for pivoting. Lastly Shift Gear Magearna, as a receiver from Mew. It also functions as a Lele check because otherwise it gives you problems. I made Magearna the Z move user here because it fits better. You can also try Fightinium Z over Fairium Z, either one works it's kind of preference.

(click the sprites for the imports)
 
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Got two teams fresh off testing—


Core:

Team Preview + Importable (Click Sprites):


Description:

Hey, Night Train Lane! I think I've made a pretty solid Ground-spam team for you that I hope you'll enjoy. Initially, given the core and its susceptibility to Skarm/Celesteela, I tried to build around Magnezone + Ground-spam but ultimately failed pretty horribly. The resulting builds either auto-lost to Pinsir, Sableye, Keldeo, or stall, so I more or less gave up with that idea—instead, I focused on traditional physical-spam based offense that aims to just muscle through everything. It's hard to linearly describe my building process with most teams because I tend to envision an entire team after I make addition three or four to a team and thus add multiple things at once; I'll try my best to justify my building choices without being overbearing.

Basically, given the nature of how inefficient Garchomp and dual dance Landorus are in terms of simple threat coverage (they both possess relatively unimpressive speed and tend to cover a lot of the same things offensively), I knew I needed serious role compression to make the build actually function as a cohesive team. For this reason, I changed Landorus-T to a bulkier dual dance EV spread with a Yache berry to help keep Metagross and Mawile in check while still serving as a (somewhat weak) win condition. It's certainly far from ideal for what you want dual dance Lando to be, but the presence of those two steels more or less forced my hand. Next, I added T-Punch Metagross to pressure Celesteela and Skarmory while serving as the obligatory Steel-type and more clear-cut wallbreaker. Tapu Koko forms a potent offensive duo with Metagross and threatens things like Toxapex and Celesteela in a very direct fashion which the team clearly lacked up until this point. It also helps RK Protean Greninja which would otherwise steamroll pretty cleanly given my lack of decent defensive soft-checks. Assault Vest Tangrowth prevents Ash Gren, Zyg, Koko, and Scarf Keldeo from cleaning cutting through the team. Finally, I added Scarf Greninja as a means of RKing the obvious stuff like Volcarona and 'Mence. I opted for Gren over Keldeo here for the sole purpose of U-turn, mainly. Typically, if a team has defensive means of dealing with Zard-X (see: fatter Landos) you can afford to run Keld/Gren as your scarfer so it could honestly be interchangeable—scarf Gren performed well in tests so I'm inclined to keep it.

Tangrowth can be a bit of a nuisance for this team, but, in testing, I've been able to overpower it relatively quickly. Most matchups should be fine (save for stall?).

Edit: Here's an alternative version that fixes some gripes I had with the original—changes are as follows:

SD SR Dragonium Garchomp → SR Chain-Chomp
AV Tangrowth → Mixed Defensive Tangrowth
Fat DD Yache Landorus-T → Less Fat DD Rockium Landorus-T
Scarf Greninja → Scarf Keldeo



importable: https://puu.sh/vdrna/45b8439dc4.txt


Core:

Team Preview + Importable (Click Sprites):


Description:

Hi, TMan87. I actually had this build mapped out a while ago, so I more or less just retraced my steps here. It's very similar to a build I believe Poek made (I think it had Mimikyu over Gengar and Latios as the Scarfer)—if it looks familiar that's probably why.

After experimenting with some non-Scarf Gengar + Mawile builds I quickly realized that it was relatively difficult to get an optimal build with that starting point for various reasons (it was either too slow or just plainly weak to something), so I more or less took the lazy route and built with Scarf Gengar. Scarf Gengar is almost always a linear thing to build with: you're basically forced to defensively cover the boosting sweepers Gengar cannot cover like other 101+ Scarfers (Volcarona, Zard-X, Zygarde, and to an extent Gyarados) with glues like defensive Landorus-T and the two things that can soft-check Volcarona without a scarf. Helmet Landorus-T is obvious to cover Zard-X and Zyg, while Latios still surprisingly offers good role compression between soft-checking Volcarona (most don't run Buzz) and switching into the ever-popular Scarf Keldeo. Assault Vest Magnezone traps Skarm and Scizor for SD Knock Maw while compensating for how poorly Mawile behaves as a Steel-type defensively. Spikes Splash Plate Battle Bond Gren rounds out the build by helping chip at Volcarona with Water Shuriken should it muscle past Latios and provides very necessary speed and pressure via hazards.

This team greatly struggles with the presence of Alolan Muk as weird as that may sound—watch out for it. Should have a decent playstyle matchups.


If anyone has questions about the teams feel free to VM me.
 
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TMan87

We shall bow to neither master nor god
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Top Smogon Media Contributor
Got two teams fresh off testing—


Core:

Team Preview + Importable (Click Sprites):


Description:

Hey, Night Train Lane! I think I've made a pretty solid Ground-spam team for you that I hope you'll enjoy. Initially, given the core and its susceptibility to Skarm/Celesteela, I tried to build around Magnezone + Ground-spam but ultimately failed pretty horribly. The resulting builds either auto-lost to Pinsir, Sableye, Keldeo, or stall, so I more or less gave up with that idea—instead, I focused on traditional physical-spam based offense that aims to just muscle through everything. It's hard to linearly describe my building process with most teams because I tend to envision an entire team after I make addition three or four to a team and thus add multiple things at once; I'll try my best to justify my building choices without being overbearing.

Basically, given the nature of how inefficient Garchomp and dual dance Landorus are in terms of simple threat coverage (they both possess relatively unimpressive speed and tend to cover a lot of the same things offensively), I knew I needed serious role compression to make the build actually function as a cohesive team. For this reason, I changed Landorus-T to a bulkier dual dance EV spread with a Yache berry to help keep Metagross and Mawile in check while still serving as a (somewhat weak) win condition. It's certainly far from ideal for what you want dual dance Lando to be, but the presence of those two steels more or less forced my hand. Next, I added T-Punch Metagross to pressure Celesteela and Skarmory while serving as the obligatory Steel-type and more clear-cut wallbreaker. Tapu Koko forms a potent offensive duo with Metagross and threatens things like Toxapex and Celesteela in a very direct fashion which the team clearly lacked up until this point. It also helps RK Protean Greninja which would otherwise steamroll pretty cleanly given my lack of decent defensive soft-checks. Assault Vest Tangrowth prevents Ash Gren, Zyg, Koko, and Scarf Keldeo from cleaning cutting through the team. Finally, I added Scarf Greninja as a means of RKing the obvious stuff like Volcarona and 'Mence. I opted for Gren over Keldeo here for the sole purpose of U-turn, mainly. Typically, if a team has defensive means of dealing with Zard-X (see: fatter Landos) you can afford to run Keld/Gren as your scarfer so it could honestly be interchangeable—scarf Gren performed well in tests so I'm inclined to keep it.

Tangrowth can be a bit of a nuisance for this team, but, in testing, I've been able to overpower it relatively quickly. Most matchups should be fine (save for stall?).


Core:

Team Preview + Importable (Click Sprites):


Description:

Hi, TMan87. I actually had this build mapped out a while ago, so I more or less just retraced my steps here. It's very similar to a build I believe Poek made (I think it had Mimikyu over Gengar and Latios as the Scarfer)—if it looks familiar that's probably why.

After experimenting with some non-Scarf Gengar + Mawile builds I quickly realized that it was relatively difficult to get an optimal build with that starting point for various reasons (it was either too slow or just plainly weak to something), so I more or less took the lazy route and built with Scarf Gengar. Scarf Gengar is almost always a linear thing to build with: you're basically forced to defensively cover the boosting sweepers Gengar cannot cover like other 101+ Scarfers (Volcarona, Zard-X, Zygarde, and to an extent Gyarados) with glues like defensive Landorus-T and the two things that can soft-check Volcarona without a scarf. Helmet Landorus-T is obvious to cover Zard-X and Zyg, while Latios still surprisingly offers good role compression between soft-checking Volcarona (most don't run Buzz) and switching into the ever-popular Scarf Keldeo. Assault Vest Magnezone traps Skarm and Scizor for SD Knock Maw while compensating for how poorly Mawile behaves as a Steel-type defensively. Spikes Splash Plate Battle Bond Gren rounds out the build by helping chip at Volcarona with Water Shuriken should it muscle past Latios and provides very necessary speed and pressure via hazards.

This team greatly struggles with the presence of Alolan Muk as weird as that may sound—watch out for it. Should have a decent playstyle matchups.


If anyone has questions about the teams feel free to VM me.
Hey, thanks for the team, it looks neat !
While the lack of hazard removal kinda bothers me, I have two main questions regarding the sets :
1) What do the Speed EVs on Mawile achieve ? I believe it is to outspeed Skarmory, but since it has Knock Off instead of Thunder Punch, I'm not so sure.
2) Why Assault Vest Zone instead of, say, Chople Berry ? Just curious as to what it brings to the table.

Otherwise, thanks again for building that team, I'll definitely put it to the test soon !
 

Xayah

San Bwanna
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I'd like to request a team around
Buzzwole.gif
Celesteela.gif

Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 52 HP / 244 Atk / 152 SpD / 60 Spe
Adamant Nature
- Roost
- Hammer Arm
- Poison Jab
- Ice Punch

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
- Leech Seed
- Protect
- Heavy Slam
- Flamethrower

NOTE: If whoever takes this truly feels like this core is bad/impossible to build with, I'm also fine with a team that only has the Buzzwole

Simple concept. Buzzwole's excellent physical stats make it a decent check to many physical attackers like Lando (as long as no SSSS), Zygarde, Garchomp (as long as no Fire Blast), MegaGross (if no ZHB), and Mega Scizor. Meanwhile, SpDef Celesteela checks nearly every special attacker in the tier, which Buzzwole of course appreciates. Celesteela can also provide Buzzwole with some extra passive recovery thanks to Leech Seed.
Weaknesses of the core are mainly special attackers that hit Celesteela super effectively, like Heatran, Tapu Koko, and Volcarona. Thank you all so much for doing this!

EDIT: Forgot to say this, I'd like to use this in a meta without Pheromosa
 
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Not a single team with Volcarona yet?! This is an outrage! *Ahem* Anyway, I'd very much like if the builders could make me a team built around Volcarona (that juicy Psychium Z set, more precisely), assuming Pheromosa is banned.


Volcarona @ Psychium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Psychic
- Giga Drain / Hidden Power Ice

The team will obviously need hazard control and something for Heatran (I don't really like HP Ground on Volc, since Heatran is pretty much the only target (Nihilego outspeeds at +1 and if Volc is somehow at +2, Psychic bops it, and A-Marowak dies to unboosted Psychic). Any kinds of build will do as long as it includes that specific Volcarona set (I'll let you decide what to use on the fourth moveslot. If Volc absolutely needs HP Ground, then so be it).

Thanks a lot! Oh and I'm really glad this thread is up again!
 
hola

Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Protect
- Crunch
- Psychic Fangs
- Waterfall

mega sharpedo is pretty cool rn because of the mega buff + psychic fangs. base 105 speed is pretty nice bc you outspeed stuff like scarf chomp and nihilego at +1. moves are standard, but you can run whatever moves you want. ty in advance
 

Mimikyu @ Ghostium Z / Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Swords Dance
- Play Rough
- Shadow Claw
- Shadow Sneak

Mimikyu is one of my favorite sweepers in SM OU simply because of how it can blanket check a lot of offensive threats if Disguise is intact, and Ghost / Fairy is awesome offensive coverage. Priority and spinblocking is also neat, just a lot of utility from this mon while having great offensive power. Pretty much do whatever you want with this, considering how unique the Zapdos teams were, I'm really interested what you guys will do with Mimikyu (also no Phero meta pls).
 
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Chokepic

You're a choker if you say you've never choked
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Can someone build a team about Nasty plot thundurus+ scarf tapu lele?







Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Hidden Power Ice
- Focus Blast



Tapu Lele @ Choice Scarf
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psychic
- Shadow Ball
- Hidden Power [Fire]


Tapu lele appreciates things like skarmory and celeesteela being weakened with Thundurus, and with psychic terrain thundurus can sweep because the other mons can not use priority moves. I think is a really nice core.

I would appreciate you to build the team with both, but if you only build the team with nasty plot thundurus, I will be happy :)


Thanks!

This post has been edited because I have noticed that it was not like the sample text is and had be declined, so I wish you read the edited post.
 
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Zygarde @ Choice Band
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Thousand Arrows
- Outrage
- Extreme Speed
- Iron tail

One of my favorite mons to use in ou. the band set by far is the best to use imo being able to hurt stall and HO and being used HO and other types of teams. it can kill fairys with iron tail and use thousand arrows alot and outrage as dragon stab and e speed for priority. ty in advance if someone builds this
 

bludz

a waffle is like a pancake with a syrup trap
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Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 140 Def / 96 SpD / 24 Spe
Impish Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Screech
- Earthquake
- Stone Edge

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 132 Def / 52 SpD / 76 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Taunt
- Nature's Madness
- Moonblast

Volcarona @ Psychium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Psychic

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Trick
- Will-O-Wisp

Zygarde @ Choice Band
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Thousand Arrows
- Extreme Speed
- Outrage
- Toxic


GnralLao

I'll be honest I've had this team in my builder for a little while now, it was the first team I built with Psychium Volcarona when I was trying out the set and found it to be pretty good. Just gave this baby a test run and I don't think it's too dated or anything, so hopefully it's to your taste.

Honestly a bit of a lazy build in some aspects that I just slapped two nice cores together - Mega Scizor + Dugtrio and Tapu Fini + Volcarona. The idea is that Scizor can U-turn on incoming Heatrans into Dugtrio. Once you get rid of Heatran then this Volcarona set can get going, and it's helpful for Scizor sweeps too. Ended up not having another rocker so it is Rocks Dugtrio which sorta blows against offense but can be useful against Stall (trap a mon not named Sableye and you're guaranteed Rocks up). Screech is to break or weaken mons like Chansey and Unaware Clefable, and Stone Edge checks Zard Y although you can run Reversal or Memento as they help with other mons. Fini provides Defog support, Ash Gren / Keldeo check etc and Misty Terrain helps Volcarona set up or even Scizor to bust stuff like Rotom. I won't go into the Volc set much cuz the rest of the team is more built to support it, but luring Toxapex is really nice for Scizor since you don't have to rely on Dugtrio, and you can bop other threats like Keldeo on the switch. I wanted a fast mon that checked stuff like Greninja and Keldeo as well, and it ended up being the old throwback Scarf Rotom-Wash. Completes the Volt-Turn core with the fast Volt Switch, checks Heatran, and has a fast Wisp for stuff like Garchomp and Zygarde. Trick helps against some fat teams if you can get rid of Chansey's Eviolite and things like that. In the last slot I added Band Zygarde as a wallbreaker, ESpeed revenge killer and the team's actual Zard Y switchin (lol). This mon works great with VoltTurn and is still a problem for a fair number of teams. I put Toxic for Tangrowth mostly.

This team is obviously weak to Protean Greninja (almost everything is) although it is not that weak to Metagross :o. Don't let Tapu Fini get overwhelmed too early or mons like Ash Greninja and Keldeo will be a problem.

Enjoy

And yes I'm working on that Mawile + Rotom team still
 

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 140 Def / 96 SpD / 24 Spe
Impish Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Screech
- Earthquake
- Stone Edge

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 132 Def / 52 SpD / 76 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Taunt
- Nature's Madness
- Moonblast

Volcarona @ Psychium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Psychic

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Trick
- Will-O-Wisp

Zygarde @ Choice Band
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Thousand Arrows
- Extreme Speed
- Outrage
- Toxic


GnralLao

I'll be honest I've had this team in my builder for a little while now, it was the first team I built with Psychium Volcarona when I was trying out the set and found it to be pretty good. Just gave this baby a test run and I don't think it's too dated or anything, so hopefully it's to your taste.

Honestly a bit of a lazy build in some aspects that I just slapped two nice cores together - Mega Scizor + Dugtrio and Tapu Fini + Volcarona. The idea is that Scizor can U-turn on incoming Heatrans into Dugtrio. Once you get rid of Heatran then this Volcarona set can get going, and it's helpful for Scizor sweeps too. Ended up not having another rocker so it is Rocks Dugtrio which sorta blows against offense but can be useful against Stall (trap a mon not named Sableye and you're guaranteed Rocks up). Screech is to break or weaken mons like Chansey and Unaware Clefable, and Stone Edge checks Zard Y although you can run Reversal or Memento as they help with other mons. Fini provides Defog support, Ash Gren / Keldeo check etc and Misty Terrain helps Volcarona set up or even Scizor to bust stuff like Rotom. I won't go into the Volc set much cuz the rest of the team is more built to support it, but luring Toxapex is really nice for Scizor since you don't have to rely on Dugtrio, and you can bop other threats like Keldeo on the switch. I wanted a fast mon that checked stuff like Greninja and Keldeo as well, and it ended up being the old throwback Scarf Rotom-Wash. Completes the Volt-Turn core with the fast Volt Switch, checks Heatran, and has a fast Wisp for stuff like Garchomp and Zygarde. Trick helps against some fat teams if you can get rid of Chansey's Eviolite and things like that. In the last slot I added Band Zygarde as a wallbreaker, ESpeed revenge killer and the team's actual Zard Y switchin (lol). This mon works great with VoltTurn and is still a problem for a fair number of teams. I put Toxic for Tangrowth mostly.

This team is obviously weak to Protean Greninja (almost everything is) although it is not that weak to Metagross :o. Don't let Tapu Fini get overwhelmed too early or mons like Ash Greninja and Keldeo will be a problem.

Enjoy

And yes I'm working on that Mawile + Rotom team still
That's fine lol. No problem. Take as much time as you need.
 

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 140 Def / 96 SpD / 24 Spe
Impish Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost

Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Screech
- Earthquake
- Stone Edge

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 132 Def / 52 SpD / 76 Spe
Calm Nature
IVs: 0 Atk
- Defog
- Taunt
- Nature's Madness
- Moonblast

Volcarona @ Psychium Z
Ability: Flame Body
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Giga Drain
- Psychic

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Trick
- Will-O-Wisp

Zygarde @ Choice Band
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Thousand Arrows
- Extreme Speed
- Outrage
- Toxic


GnralLao

I'll be honest I've had this team in my builder for a little while now, it was the first team I built with Psychium Volcarona when I was trying out the set and found it to be pretty good. Just gave this baby a test run and I don't think it's too dated or anything, so hopefully it's to your taste.

Honestly a bit of a lazy build in some aspects that I just slapped two nice cores together - Mega Scizor + Dugtrio and Tapu Fini + Volcarona. The idea is that Scizor can U-turn on incoming Heatrans into Dugtrio. Once you get rid of Heatran then this Volcarona set can get going, and it's helpful for Scizor sweeps too. Ended up not having another rocker so it is Rocks Dugtrio which sorta blows against offense but can be useful against Stall (trap a mon not named Sableye and you're guaranteed Rocks up). Screech is to break or weaken mons like Chansey and Unaware Clefable, and Stone Edge checks Zard Y although you can run Reversal or Memento as they help with other mons. Fini provides Defog support, Ash Gren / Keldeo check etc and Misty Terrain helps Volcarona set up or even Scizor to bust stuff like Rotom. I won't go into the Volc set much cuz the rest of the team is more built to support it, but luring Toxapex is really nice for Scizor since you don't have to rely on Dugtrio, and you can bop other threats like Keldeo on the switch. I wanted a fast mon that checked stuff like Greninja and Keldeo as well, and it ended up being the old throwback Scarf Rotom-Wash. Completes the Volt-Turn core with the fast Volt Switch, checks Heatran, and has a fast Wisp for stuff like Garchomp and Zygarde. Trick helps against some fat teams if you can get rid of Chansey's Eviolite and things like that. In the last slot I added Band Zygarde as a wallbreaker, ESpeed revenge killer and the team's actual Zard Y switchin (lol). This mon works great with VoltTurn and is still a problem for a fair number of teams. I put Toxic for Tangrowth mostly.

This team is obviously weak to Protean Greninja (almost everything is) although it is not that weak to Metagross :o. Don't let Tapu Fini get overwhelmed too early or mons like Ash Greninja and Keldeo will be a problem.

Enjoy

And yes I'm working on that Mawile + Rotom team still
Damn, man! That was hella fast! Thanks a million! It looks really good and I'll be trying it out soon enough!

With that said, it's time for another request. This time, however, I'll be requesting a team built around the following balance core (still assuming Phero will be banned):


Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Shadow Bone
- Fire Punch
- Stealth Rock / Will-O-Wisp


Celesteela @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 4 Def / 252 SpD
Careful / Sassy Nature
- Leech Seed
- Protect
- Heavy Slam
- Earthquake / Flamethrower

Both of these mons (which, funnily enough, are also nowhere to be found in all of the thread's teams) have great defensive synergy together with Alolawak checking Electric- and Fire-types in general and Celesteela annoying opposing teams with Leech Seed + Protect in addtion of giving slight recovery to Alolawak and its other teammates via Leech Seed. You can change the sets however you want it, but at least keep Thick Club on Alolawak (lol) and let Celesteela be the SpDef version (spread altering is fine on both though).

Thanks a lot! And thanks again bludz for giving out your team! Ü
 

njnp

We don't play this game to lose.
is a Forum Moderatoris a Community Contributoris a Tiering Contributor

Mimikyu @ Ghostium Z / Life Orb
Ability: Disguise
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly / Adamant Nature
- Swords Dance
- Play Rough
- Shadow Claw
- Shadow Sneak

Mimikyu is one of my favorite sweepers in SM OU simply because of how it can blanket check a lot of offensive threats if Disguise is intact, and Ghost / Fairy is awesome offensive coverage. Priority and spinblocking is also neat, just a lot of utility from this mon while having great offensive power. Pretty much do whatever you want with this, considering how unique the Zapdos teams were, I'm really interested what you guys will do with Mimikyu (also no Phero meta pls).

Ash's Test Subject (Greninja) @ Life Orb
Ability: Protean
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Spikes
- Gunk Shot
- Hidden Power [Fire]
- Dark Pulse/Filler

Haunter The Pedo (Mimikyu-Busted) @ Life Orb
Ability: Disguise
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Shadow Claw
- Shadow Sneak
- Swords Dance
- Play Rough

Briyella (Mismagius) @ Ghostium Z
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Mystical Fire
- Nasty Plot
- Taunt

Gears Are Turning (Magearna) @ Assault Vest
Ability: Soul-Heart
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Volt Switch
- Fleur Cannon
- Hidden Power [Fire]
- Flash Cannon

Bless Up (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 212 Def / 28 SpD / 20 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Hidden Power [Ice]

Blundino (Garchomp) @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Poison Jab
- Earthquake
- Outrage
- Dragon Claw


This build is fun because it really is simple. You boost with your ghosts expose your opps mostly ghost weakness and go ham. Probably with the increase in webs its best to run shuriken over dark pulse now. Threats to it are mostly steels like celesteela and scizor. Id say scizor gross heatran and others are manageable but steela can be a real bitch offensive and defensive. I sadly can't find the replays of me using this team but just trust. <3

I believe the sets are self explanatory but if you have any questions pm me @ njnp#5325 on discord.

HF!
 

Nedor

thiccc
requested by: RIDDIKULUS442
core:

import: https://puu.sh/vd5HB/44fa7903f9.txt



so, dd + coil / sub zygarde is a set i worked a lot with in spl during the later weeks but did not get a chance to use due to finding some better options against my opponent for that week. the reason i had a strong urge to build with it is that although its two main answers are staples in the current metagame, they can be pressured & overwhelmed with the right team support. these two mons i'm referring to are (hp ice) tangrowth & landorus-t, which means it must be a focal point of removing these two before attempting anything with zygarde. in terms of the set itself, i found myself liking groundium z more than soft sand due to its ability of pressuring stuff like unaware clefable & garchomp; giving it a bit more power under its belt. this team can even run dd 3 atks w/ dragonium z outrage because of a few mons that benefit from its typical checks being weakened even further, but sub is nice to exploit sacks / doubles as well as prevent status.

now going into the team itself, the goal is to essentially pressure & break down checks to dd zygarde with physical spam while obviously retaining some sort of backbone since it will be forced out by certain mons. there are a lot of options to do this (i'll list more alternatives that you can try for yourself at the bottom), but i decided the immediate breaking power of banded tapu bulu would be optimal for taking advantage of the bulky waters / grounds of the tier, provide a good answer to opposing zygarde & even lure tangrowth in with megahorn which frees up a lot. the added bonus of grassy terrain helps some of my mons stay healthy for a longer portion in a match or stay out of range of an attack, etc. next, rotom-w fit the fill quite well; providing a better answer to greninja, a m-metagross check, general pivot into grounds among other problem mons, & helping a ton with volt + wisp to pressure tangrowth even further. the slot of mega metagross came quite easily considering lack of a steel for stuff like tapu lele + a solid revenge killer to mons like sd chomp / general wallbreakers that give the team trouble. rocks may seem like an odd choice to an already movepool-restricted mon, but m-mash / hammer / tpunch is all it really needs on this team to overwhelm stuff like landorus-t (common theme), stall since m-sableye is definitely not a safe switch & weakening ferrothorn is big since the team is sorta annoyed by it. with the last two slots, i knew i wanted further speed since espeed + m-metagross as my only revenge killers was definitely not gonna cut it vs. offensively based teams. scarf latios is probably my favourite speed control mon currently not only because of the wide range of threats it can rkill, but also helping this build a ton against sticky web which can be a slightly annoying matchup. in the last slot, i opted for ash greninja due to further priority, benefiting from the teams ability to break down tang & water types quite effectively. u-turn baits in stuff like rotom-w for bulu to continue to go ham, but ice beam is still a great option to lure in opposing bulu + zygarde. life orb greninja is most definitely a viable alternative to help break down stuff like ferrothorn, but i've liked this as it is.

the team has some weaknesses but the offensive core in tandem with a couple of momentum generators has a solid matchup vs. bulkier & offensive teams alike. in terms of some things you can play around with, you can try scarf greninja + specs latios to dent shit rly hard. i like this team cause it plays zygarde to its strengths & supports its weaknesses as much as possible, hope you find good success with it!



import: https://puu.sh/vd7hr/e8be5a1775.txt

aye, second version i made which is a more balanced alternative to the one above. with the version above, i was finding rotom-w to be a pretty crucial element in every match played so i figured the starting base of zygarde + rotom-w would be fine seeing as it also cripples bulky grasses. like i mentioned previously, there are a multitude of breakers / lures that function alongside dd zygarde quite well, but hyper cutter m-mawile is something that caught my eye immediately. the state of sm currently uses phys. def lando-t to check the large majority of the physical meta (including zygarde), & mega mawile with this specific ability to bypass intimidate is key to weakening it heavily immediately. 2hkoing this meta-beast & weakening it heavily helps zygarde a ton, but m-mawile is also capable of overwhelming tangrowth, setting rocks on stall (thus fucking over unaware clef w/ thousand arrows + z groundium from zyg), & pressuring one of the most common hazard removal options in sm, mega scizor via fire fang. having m-mawile as your single steel type is pretty troublesome considering lele's psychic terrain prevents sucker from revenge killing it, which is where heatran comes in. not only does it help with that + opposing mawile, but the grassium set which has died down in usage fits here quite effectively as it beats down bulky waters (including toxapex for mawile to run free) & buffers stall further. tang is tang lol: i need a ground resist that does not get murdered by any zygarde set, hp ice can be afforded here due to rotom-w + fire fang mawile + tran offering consistent ways of pressuring steel types. the defense helps with m-metagross to a certain extent if rotom-w is weakened; we all know what this does at this point, staple mon by this point. in the last slot, i originally had scarf terrakion as my source of speed due to how well the team beat down ground-types, but it just wasn't holding its weight. i found it to be inconsistent in terms of killing shit that it needed to & even cleaning late-game like it could in theory, so my bud paper dreams brought up scarf latios to give something else for stuff like sd chomp that can run through this more bulkier builds. scarf latios also has the added benefit of defog considering how spikes / tspikes weak this team is. overall, pretty solid balance that is good in most matchups. alternative options include band zygarde + sd sucker m-mawile to improve the offense matchup a bit.

alright, i went through a ton of versions (lol: https://puu.sh/vd8bR/b603fed927.png) before finding what i felt was right with this specific zygarde set. if there's any team in that list you'd also be interested in, my smogon page is free so don't be scared to ask for any imports / further help. other than that, hope u enjoy.
 

Nedor

thiccc
Could someone build a team from a tapu fini/mantine and lando-t and alolan marowak core. This defensive core specialises in covering for each others weaknesses and would like a team with a complete offensive presence with a bit of speed to cover for this rather slow core. Preferably a team which is a bit adaptable and for the post phero meta. U could use either fini or matine to build the team (or 2 teams!!)

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 216 Def / 24 SpD / 16 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Hidden Power Ice
- U-turn

Mantine @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 240 Def / 16 SpD
Calm Nature
- Scald
- Roost
- Defog
- Toxic

(or)

Tapu Fini @ Leftovers
Ability: Misty Surge
EVs: 248 HP / 192 Def / 16 SpD / 52 Spe
Calm Nature
- Taunt
- Nature's Madness
- Moonblast
- Defog

Marowak-Alola @ Thick Club
Ability: Lightning Rod
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Shadow Bone
- Fire Punch
- Bonemerang
- Will-O-Wisp

these are the sets for the core, build for the post phero meta,ie, when phero gets banned
yo, i'll 100% take the a-wak + fini core as that is something i've already made in spl (i'll try to make another team with it but depending on time constraints i might post 1).

i'll attempt something with the mantine one for you as well but i'll see how that goes.
 
I woud lik to cancel my mega mawile trick room request and would like Mega Medicham + Spikes Greninja Bulky Offense as my new request.

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

Greninja @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Spikes/U-turn
- Dark Pulse
- Hydro Pump
- Water Shuriken


Description: Medicham and Greninja form an amazing core. Medicham break through Greninja counters. While Greninja handles offensive fast pokemon like mega metagross for Medicham. Also it can set up spikes for Medicham. The other thing Greninja can do is U turn into Medicham for the kill.

Would appreciate a bulky offense build. Not sure on wether I prefer spikes or U turn on Greninja.
 
Last edited:
requested by: HailFall
core:

importable: https://hastebin.com/camiweyeye.diff



scarf togekiss is the only set you should be using right now because it has bullshit air slashes and can break its own checks with fire blast. heatran walls it but you can flinch it since they don't carry leftovers. trick is used in the last slot to mess with stall and zapdos. i wanted to try tapu koko + medicham so i put that there and built accordingly. i was originally terrain extender but i was missin' out of some ko's so i threw zap plate on it. rockium landorus-t and ferrothorn make a potent core since spikes are the best move in the game. i wanted to use starmie since it appreciate pheromosa out of the tier. thunder wave shit and spin. supports the team and all these keldeo weak teams i have make me cringe so it was naturally a good choice. i'd normally have replays but there is a pokeaim video so watch that if you'd like. a bit weak to scarf lele weak so metagross (hp fire / tpunch / eq / mash) is the better pick over medicham but i wanted to use medicham just cuz it 'bout to get lit when it comes in
 
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