Project Team Building Shop Redux [CLOSED FOR REQUESTS, BUILDING]

Status
Not open for further replies.

horyzhnz

[10:02:17 AM] flcl: its hory xD
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
been playing around with these mons lately, but I don't think I have done a good job actually building around them, so yeah


Gallade (M) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Zen Headbutt
- Knock Off

standard SD megallade, set up whenever possible, beat the shit out of anything not named mega sableye or mega slowbro.


Manaphy @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Tail Glow
- Energy Ball
- Scald
- Ice Beam

shits on mega sableye and mega slowbro if played well, meshes well with mega gallade due to there not being any real answer to both of them in tandem

i added heatran to this core for a birdspam check, lati twins answer, sr setter, etc, but i'd like to ask professionals / better players and get humiliated by how bad my team looks get some advice about how to build around this core more effectively. i kinda started this off trying to use megallade WITHOUT resorting to using the common bisharp + gallade core thing (+ bisharp doesn't really handle mega sableye or mega slowbro that well imo).

ps. i'd like tnt to give these nicknames
 
can you help me to build a team around these two pokemon?
Lopunny , lopunite
EVs: 252 atk 252 spe 4 def
jolly nature
-HJK
-return
-PUP
-encore

Togekiss
EVS: 252 spa 252 spe
modest nature
-NP
-DG
-air slash
-roost

thanks!
 
Alright seeing as this is now open and the last core i asked for was super generic here we go.

Edit: looked at the front to see this was a common core...crud...any way you could make a exception as its with talon? if so thanks.

Rated-Ruby (Scizor-Mega) @ Scizorite
Ability: Technician
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Bullet Punch
- Swords Dance
- Superpower
- Bug Bite

Falcon....WING! (Talonflame) (M) @ Sharp Beak
Ability: Gale Wings
Shiny: Yes
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost

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

Been wanting to use mega scizor on a balenced team but ive gotten way to used to building bulky offense. Anyways the core is fairly simple. Mega scizor is very bulky and hits like a truck i wanted to run a speedy set so i could outspeed a few things such as the really fast heatran as well as several other mons as a slow scizor can be bad somtimes. talonflame pairs really well with scizor as it resits fire type moves and bird+fire coverage helps get rid of several mons allowing scizor to sweep later on. I wanted roost so i could keep talon alive as long as possible as recoil does stack really fast. Latios serves as a water resist as well as a way to deal with keldeo and serves as another ground resist. A few defensive mons could be nice but its obvious that rotom and lando fit well but i do want to take a different approach on this core. A hazzard setter would also works nicely with this core. on phone so pictures are a no go.
 
Last edited:

Pidgeot @ Pidgeotite
Ability: Big Pecks
EVs: 252 SpA / 252 SpE / 4 Def
Timid Nature
- Hurricane
- Heat Wave
- Roost
- HP Fighting


Dugtrio @ Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 252 SpE / 4 HP
Hasty Nature
- Earthquake
- Reversal
- Memento
- Sucker Punch / Stone Edge / Stealth Rock


Togekiss @ Leftovers
Ability: Serene Grace
EVs: 252 SpA / 252 SpE / 4 SpD
Timid Nature
- Nasty Plot
- Roost
- Baton Pass
- Dazzling Gleam

Please take my request last. I really don't want you to do mine until everyone else's is done.
Requesting a team built around these three Pokemon. Ive been trying to use Mega Pidgeot for a long time, since it's got a fantastic Speed tier and its 100% accurate Hurricanes are nothing to mess around with. I've thrown together a quick team, but I've been stuck around 1500 since it looses to common threats. The main thing is, I need a check to Greninja, since this core gets pretty hurt by it. I also need a Stealth Rocker and a Defogger. I was using Ferrothorn as a Stealth Rocker, but that still lost pretty easily to Greninja since a lot of them carry HP Fire.
Thanks a lot for the help :)
I posted this a couple months ago, and I'm just making sure you guys saw it :]
 

NEIL DIAMOND (Diancie-Mega) @ Diancite
Ability: Magic Bounce
EVs: 64 HP / 16 Atk / 252 SpA / 176 Spe
Rash Nature
- Rock Polish
- Moonblast
- Diamond Storm
- Earth Power

NASTY GRASS (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 240 HP / 176 Def / 60 SpD / 32 Spe
Bold Nature
IVs: 0 Atk
- Nasty Plot
- Baton Pass
- Recover
- Giga Drain

LAVA DOGE (Heatran) @ Choice Scarf
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Overheat
- Flash Cannon
- Ancient Power
- Fire Blast


I've actually found this core deceptively hard to teambuild for. Essentially, this core provides both early-game and late-game damage very easily through both natural offensive strength and NastyPass. ScarfTran is a woefully underprepared-for 'mon nowadays, and few people expect to take a +2 Overheat reasonably and not be seriously dented, bar Chansey. This is here mainly for early-game power and a way of stopping Scizor, which the other 2 members of this core hate.

Celebi sees a hell of a lot more use nowadays, and its Nasty Plot set is no exception, given its proficiency at dropping Rotom-W like a sack of bricks. It shares decent defensive synergy with M-Diancie by resisting most priority and Water/Ground attacks aimed at it. Eventually, Celebi will pass off an NP to Dinacie/Heatran, depending on which is needed more.

Diancie at +2/+2 is not to be trifled with, at least when priority is off the field. The coverage available to it is usually enough to demolish both offence and balance/stall. 920 Special Attack after an NP is enough to take care of even most dedicated special walls, except for Chansey.

So far, Rotom-W feels like a shoo-in for this team, given its amazing synergy with CeleTran, but it leaves precious few slots for hazards setup/removal/walling prominent sweepers like Mega Gyarados.

Also, Chansey walls this to hell and back. Seriously, I hate that thing.

I've looked at things like Chesnaught (stops MegaDos, Mega Lopunny and sand offense), SashChomp (cool SR sweeper) and even Togekiss (paraflinch w/ Defog, although this team doesn't really need Defog), but I think a different set of eyes (i.e. you guys) will be helpful in teambuilding this.
 
Last edited:

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



Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- U-turn
- Iron Head
- Ice Punch
- Zen Headbutt


Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 172 Def / 68 SpA / 20 Spe
Bold Nature
- Volt Switch
- Defog
- Roost
- Heat Wave


I wanted to start off making a team based around mega sceptile in HO, backed up by a volt-turn core in zapdos and jirachi to weaken some of sceptile's threats for easier sweeping.

Jirachi is able to deal with fairies that would trouble Mega sceptile and helps in checking bird spam. Zapdos is also there to nullify the use of defog, and can even nail bisharps with heat wave when believing i will defog, clearing the way for mega sceptile to sweep. I opted for scarf rachi running ice punch to dent lando-ts and jolly nature for guaranteed to outspeed. The fast U-turn is also great for grabbing momentum and have free switchins for sceptile to sub up and decimate the opponent.
 
Last edited:
I would like a team built around this core:

Great One (Charizard-Mega-X) @ Charizardite X
Ability: Tough Claws
EVs: 76 HP / 248 Atk / 184 Spe
Jolly Nature
- Dragon Claw
- Flare Blitz
- Dragon Dance
- Earthquake

Legus (Latias) (F) @ Life Orb
Ability: Levitate
EVs: 76 HP / 180 SpA / 252 Spe
Timid Nature
- Defog
- Healing Wish
- Draco Meteor
- Psyshock

I think those two work very well together since Charizard does not want to switch into stealth rocks, therefore I have defog on my Latias. I choose not to include roost on my Charizard and instead go for the extra attacking move Earthquake, because if Charizard gets worn down alot I can switch out and later go into Latias and use Healing Wish. The reason i use 184 speed jolly nature is to outspeed max speed choice scarf Landorus-T after, and OHKO him after stealth rocks. I would prefer the team to be offense :)

I would really, really appreciate you building this team for me, as I dont find the time for it and I have yet to have a wifi battle on my 3ds on ORAS. If you could do this team then i could breed it and get it done within 2 weeks and yeah. Thanks :)
 
Last edited:
Hi, I'd really appriciate it if one of you guys would built a team around these two.
(Sorry for the lack of image... Stupid phone.)

Altaria @ Altarite
Ability: Cloud Nine - Pixilate
EVs: 8 HP/252 Atk/248 Spe
Naughty Nature
- Return
- Fire Blast
- Earthquake
- Dragon Dance

Hydreigon @ Life Orb
Ability: Levitate
Evs: 4 Atk/252 Spa/252 Spe
Mild Nature
-Draco Meteor
-Dark Pulse
-Superpower
-Flash Cannon

Explanation:

I have never used dragon spam, so I wanted to give it a try. What better way to start with my two Favorite Dragons in the ou metagame? I wanted to make a hyper offensive dragon spam team. Fire blast is used on the Altaria set to nail ferrothorn and scizor, who wall it effectively overwise. The rest of the set is pretty self explanitory, but roost Or refresh can be used over Fire blast or earthquake if you want to be able to live longer. A bulkier spread can also be used, but I wanted to use offensive ddance Altaria. Fire blast can also be used over superpower for hydreigon, but superpower is preferred becuase it hits chansey and Tyranitar, while doing a good amount to ferrothorn and magnezone as well. Roost or taunt can be used over flash cannon for either the ability to stall break or roost to regain health, as hydreigon has only okay bulk and life orb recoil wares it down. However, I chose flash cannon becuase it means hydreigon is not hard walled by faires.
 
Hey guys, there´s a core that I have been thinking about a week ago, but I didn´t have the ability to make a good team for it, So I´m here asking you for some help.


Manaphy @ Sitrus Berry
Ability: Hydration
EVs: 108 HP / 252 SpA / 148 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Surf
- Energy Ball
- Rain Dance

Manaphy has became A rank on the Viability Ranking Thread , so I wanted to try "her" out. Tail Glow gives Manphy more offensive power, Surf is the strongest stab attack that "she" has, Energy ball for bulky water types and RD to cure status and let Manaphy defeat Unaware Clefable.

AND


Pinsir @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Frustration
- Quick Attack
- Swords Dance
- Close Combat
M-Pinsir helps Manaphy by eliminating grass types that manaphy doesn´t like (all of them) and "She" helps Pinsir by eleminating threads like M-pinsir, M-Sableye, Rotom-W, etc. Close Combat instead of earthquake, that way I caught off guard things like Ferrothorn and air ballon Heatran and also hit skarmory for neutral damage.
 
Hey guys, here's a cool core I've been thinking of building around.

Gallade-Mega (M) @ Galladite
Ability: Inner Focus
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Knock Off
- Zen Headbutt

Lucario @ Life Orb
Ability: Steadfast
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Nasty Plot
- Flash Cannon
- Vacuum Wave
- Dark Pulse


This is similar to the gallade+mana core in that it pairs gallade with a strong special sweeper that beats gallade's counters. Special luke is unexpected and opponents bring in things like gliscor or lando or to be ohko'd by a flash cannon. Gallade has the usual SD + 3 attacks. CC hits everything hard that does resist, knock off is self explanatory and I chose zen headbutt over ice punch to hit venu and keldeo. Special luke is pretty awesome and flash cannon hits everythin really hard. +2 Vacuum wave also hurts. I wasn't sure about the last move so I went with dark pulse.
 
Big thanks for the help with my stall team. I'm gonna make one final request in this thread for help on my current team I'm building.


Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Substitute
- Drain Punch
- Return
- Power-Up Punch


Serperior @ Life Orb
Ability: Contrary
EVs: 16 Def / 252 SpA / 244 Spe
IVs: 29 HP
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power Fire
- Giga Drain

Trying out a double booster/cleaner core with Mega Lopunny and Serperior. The two make a decent and fast core being able to boost and muscle through both special and physical walls. I really like the PuP set with Lopunny as it can break through it's usual checks and Substitute is great for stopping status. Went with Drain Punch to heal off Sub damage and be able to set up as many as I want. Return for neutral coverage. Serperior I went with the common boosting set using Leaf Storm as a psuedo Nasty Plot. HP Fire to get through STeels and Giga Drain to heal off Life Orb damage. I tested out this core a bit but I am still trying to find some solid teammates to fill the gaps in this core. Thanks for the help!

PS a big thanks to AM for the awesome stall team!
 
Last edited:
  • Like
Reactions: AM
Hi there! I've been really interested to use tornadus-t + mega-manectric together on a team. The sets are as follows.

Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 252 SpA / 216 Spe
Naive Nature
- Knock Off
- Superpower
- Hurricane
- U-turn

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

Since they both hit hard (especially megaman), I figured these 2 pokemon would work really well together. Manectric can always come in on an electric attack targeted at tornadus-t to get a free boost. +1 megaman is no joke at all. Also, with megaman having intimidate, it's a good check to common things in OU like bird spam (screw you talonflame). Both tornadus-t and megaman handles keldeo very well too. However, all the teams I've been trying to build around these 2 pokemon always seem to crumble apart. I'd really appreciate any help with regards to building a team around these 2 pokemon. Also, I've been wondering if I should slap on an assault vest onto tornadus-t and use it with a hasty nature instead. I'm ok with switching tornadus-t sets as long as these 2 pokemon are on the team. Thanks in advance!
 
Last edited:

Wobbuffet @ Sitrus Berry
Ability: Shadow Tag
EVs: 52 HP / 232 Def / 224 SpD
Bold Nature
IVs: 0 Atk
- Encore
- Counter
- Mirror Coat
- Safeguard


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

Wobboffense was a fun and underrated playstyle in XY, but now in ORAS, I cannot seem to create a Wobboffense team that is in sync with the current meta. It is not that Wobbuffet is bad, I have tested in ORAS and it still pretty much the same as before, I just cannot come up with a team where Wobbuffet can put in work for in the new meta. SubCM Keldeo is a good teammate for Wobbuffet, as it is able to check a number of Pokemon that could take advantage of Wobbuffet, including Bisharp, Mega Gyarados, and Mega Sableye, all three of which have issues with SubCM Keldeo. In return, Wobbuffet has the potential to trap non-Mega Slowbro, take advantage of a Latios or Latias at -2, or remove some faster Pokemon that may trouble Keldeo. While Wobbuffet appreciates Healing Wish support, it is not mandatory, and I am honestly getting sick and tired of having to throw a Latias on every single offensive team just so I could have a Healing Wish user.

EDIT: And let me clarify that this is an offensive team, and not a more balanced one. It is called Wobboffense, after all; I simply wanted to clarify that if I had not made it clear already.
 
Last edited:

AM

is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Past WCoP Champion
LCPL Champion
Ok was able to build and test two of the teams. Depending on post count I'll probably supply others here after I test and figure out what works better in practice.

horyzhnz

icarus (Gallade) (M) @ Galladite
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat
- Zen Headbutt
- Knock Off

hope (Manaphy) @ Rindo Berry
Ability: Hydration
EVs: 88 HP / 252 SpA / 168 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Energy Ball
- Scald
- Ice Beam

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

tan stripes (Mamoswine) @ Focus Sash
Ability: Oblivious
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Earthquake
- Endeavor
- Stealth Rock

lost in space (Clefable) @ Life Orb
Ability: Magic Guard
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Thunderbolt
- Fire Blast
- Healing Wish

dynamo (Klefki) @ Sitrus Berry
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Foul Play
- Thunder Wave
- Magnet Rise
- Spikes
Ok so I took some time testing this one with a couple of different things like Serperior, Heatran, Scarf Lando-T, etc. while staying away from Bisharp as per your subliminal request lol. I hated Heatran on this core cause it was way too slow to me from an offensive standpoint and in practice did very little. Serperior was a nice cleaner but got worn down way too quick and had a mediocre typing. Everything else I felt had issues of being too susceptible which forced me to revamp the second half of the team to what you see now. Rindo Berry Manaphy is to improve your match-up against threats such as M-Venusaur and M-Sceptile. Mamo worked better in practice with this team cause of its ability to sets rocks effectively with Oblivious along with Endeavor to break down opponents that Scarftar can pursuit trap out of the way or just have something else clean up. Speaking of ScarfTar it was implemented as a check to TFlame, M-Pinsir, along with alleviating the pressure from the Lati Twins to enhance the hazard stacking portion of the team. Defensive Calm Mind Clefable I feel is way too passive on hyper offensive builds and Healing Wish helps your team provide a partner a second wind on the off chance you're forced to deal with status afflictions. Thunderbolt is to hit TFlame which most people will just leave in on the assumption that they're safe to set up while Fire Blast nets the KOs on Skarmory, Bulky Scizors, Adamant Bisharp, and Ferrothorn. Klefki provides Spikes support with Magnet Rise to set Spikes on Hippowdon, Garchomp, and Lando-T. Thunder Wave is sort of obvious but lets you beat Jolly Bisharp a bit better than you would now. Foul Play is so you're not Char-X, SD Talonflame, and M-Metagross food. Haven't had much time to test some optional things but Flash Cannon gets a mention for hitting M-Diancie with Klefki, and a set of Moonblast, Focus Blast, Psychic, Healing Wish / Support move such as Thunder Wave or Calm Mind lets you hit both of Clefables traditional checks such as the VenuTran core all in one basket without relying too much on M-Gallade so it's something for you to think about and play around with. Names courtesy of Trinitrotoluene from syncopix's album icarus.

darkshadowfire

Rated-Ruby (Scizor) @ Scizorite
Ability: Light Metal
EVs: 32 HP / 252 Atk / 224 Spe
Jolly Nature
- Bullet Punch
- Swords Dance
- Superpower
- Bug Bite

Falcon....WING! (Talonflame) (M) @ Sharp Beak
Ability: Gale Wings
Shiny: Yes
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost

Eon (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

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 HP / 232 Def / 24 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Grass Knot
- Slack Off
- Thunder Wave

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

Kyurem-Black @ Assault Vest
Ability: Teravolt
EVs: 120 HP / 96 Atk / 228 SpD / 64 Spe
Lonely Nature
- Fusion Bolt
- Iron Head
- Ice Beam
- Earth Power
Kept your names for your original core, the other stuff feel free to change the nicknames. I know from your request you didn't want to use the typical lando rotom-w core which is perfectly understandable as well as something more balanced. Right off the bat I needed a check to Gyarados, Char-X, Lando-T that Rotom-W would provide and Slowbro fit the bill with the luxury of its utility and coverage options. I needed a status absorber of sorts, a rock setter that threatened M-Sableye, and something to pair up with Slowbro from a defensive standpoint and Clefable I felt was a good option for this and provided a necessary second Dragon resist / immunity that was able to work well in practice. From there I sort of just needed a glue to tie it all in that provided some offensive and defensive traits. The team was sort of weak to Thundurus, Lando-I, Charizard-Y, M-Gardevoir, mostly your specially offensive wall-breakers. I also wanted to take care of stuff like Clefable without the potential to get bopped by Flamethrower variants when switching Scizor in. Assault Vest Kyurem-B helped with a lot of this and the spread is built off of calcs based on Stealth Rock damage and hitting certain offensive and defensive benchmarks with said damage so the spread was sort of just built on the idea that you have the ability to threaten these mentioned threats without auto-losing to them with Focus Blast or whatever coverage they have. You also have the option of running Acrobatics over Brave Bird on Talonflame with no item which is a perfectly legitimate and efficient set that removes the recoil effect at the cost of a little less power. I just haven't had time to actually test that one out but once again another aspect to consider. Teams a bit Bisharp weak so maintaining some offensive pressure through M-Scizor and Talonflame is important so there's your heads up now.

pretty little liAr
/
or

Altaria @ Altarianite
Ability: Cloud Nine
Happiness: 0
EVs: 8 HP / 252 Atk / 248 Spe
Naughty Nature
- Frustration
- Earthquake
- Fire Blast
- Dragon Dance

Hydreigon @ Life Orb
Ability: Levitate
EVs: 16 HP / 8 Atk / 252 SpA / 232 Spe
Mild Nature
- Draco Meteor
- Dark Pulse
- Flash Cannon
- Superpower

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
IVs: 29 HP / 1 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Draco Meteor
- Psyshock
- Hidden Power [Fighting]
- Tailwind

Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Swords Dance
- Stealth Rock

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

Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Close Combat
- Bullet Punch
- Extreme Speed
- Swords Dance
First off if you're gonna use Dragspam nobody has time for Roost on M-Altaria. Set up rocks and get to work, which can be said for just about any build reliant on pressure, more so in this case in order to not get floored by M-Altaria and M-Diancie. My basic concept for Dragspam is usually Dragons with at least 2 Steel types and a Fairy Type in the mix somewhere if possible, which M-Altaria provides. Lum Berry is on Garchomp to set up with Swords Dance more easily however Focus Sash works as well to help you get Stealth Rock up a bit more easily. Lucario adds a cleaning aspect to help with offensive Fairy types and paired up with Magnezone to break down other Fairy types such as Clefable. Hydreigon set is pretty standard so not much else to say other than it's EV'd to hit a Life Orb number and outpace neutral speed nature Kyurem-B. M-Altaria is standard offensive as well with both coverage moves in EQ and Fire Blast. If M-Venusaur and Talonflame become a pain you have the option of fitting in Dragon Claw somewhere, more than likely over Earthquake since you have the tools to beat Empoleon and Heatran anyways. Tailwind Latios is to mitigate the speed issues against common scarfers such as Lando-T and gives you a little breathing room against offense. Considering it's a team building shop just to give you some other ideas of offensive steel types that go well with Dragspam is Bisharp, Scizor, Magneton (which I like on this build over Magnezone to help with Weavile and Talonflame so feel free to try that out as well), and Heatran just to name a few. You would just have to type out Magneton on the import from here to get your change in mons. Oh and the team is primarily blue so obviously that's the best part about it.
 
Last edited:

Croven

certified genius
is a Tiering Contributor Alumnusis a Past SPL Champion
Ok, so I was bored during class, and I was wondering how to make my old TogePass team work in ORAS. Ampharos was too slow now with the advent of blazing fast megas (+2 Amph can only outspeed Greninja by 1 point). So a random SFD core just popped into my head, and (at least on paper) it seems to be decentish, so I'd like to request a team around it.

Togekiss @ Leftovers
Ability: Serene Grace
EV's: 248 HP/ 252 Def/ 8 Spe
Bold Nature
-Nasty Plot
-Air Slash
-Baton Pass
-Roost

Sceptile @ Sceptilite
Ability: Overgrow -> Lightningrod
EV's: 4 Def/ 252 SpA/ 252 Spe
Timid Nature
-Giga Drain
-Dragon Pulse
-Focus Blast
-Substitute

Heatran @ Choice Scarf
Ability: Flash Fire
EV's: 4 Def/ 252 SpA/ 252 Spe
Timid Nature
-Fire Blast
-Flash Cannon
-Earth Power
-Ancientpower


Physically Defensive Togekiss to check Lopunny, Gallade, Lati@s lacking Tbolt, Sceptile, etc. NastyPass as this was the point of the core, Air Slash for a spammable attack, Roost for reliable recovery, nothing new here. EV's can be tailored to live one Thundurus Tbolt if it doesn't already, as lategame a pass to Sceptile could be really clutch. Sceptile is standard Sub Attacker, I wasn't sure which set was best to use, but can you imagine a +2 Sceptile behind a Sub? I mean, come on. Scarf Heatran is great for the HUGE Ice weakness, and it also provides a check to Talon who is annoying to the previous 2 mons. I decided for Timid over Modest so I can outspeed Weavile (if Timid doesn't outspeed Weavile I swear....Btw I don't have access to PS! right now and I don't feel like going anywhere else to find stats, so yeah :/) What sucks is that Celebi outclasses Togekiss as a NastyPasser in like every way possible. Luckily, Sceptile and Celebi don't have the greatest synergy, with the double Grass, double weak to U-Turn, etc. Togekiss has a bit more synergy with Sceptile (albeit a small amount) as Sceptile handles the Electric attacks which Toge lures in for Sceptile to get a free Sub or +2 on.

Heatran is the most replaceable on this core, but I would like to have the Toge/Sceptile core still there in the team, it seems to fit to me (idk I usually do things on random impulses, especially when I build teams). So yeah, I would appreciate a team on this, doesn't matter who does it, any one of you that has the spare time to build it is great, so good luck and thank you!

EDIT: Forgot to mention that sets are fully susceptible to change, I'd just like Togekiss's set to remain similar so that the whole NastyPass thing is still untouched. Also, I would like that to not be the main focus of the team, but rather a neat bonus to using Togekiss on the team, if I'm making any sense. If I'm not, ignore what I just said and build however you wish :I
Reposting an old core that might have gotten overlooked in the flood of posts earlier on. I would prefer a Balance team, not a big fan of full Stall or all out Heavy Offense. Bulky Offense is alright too, but if this core lends itself to a more Offensive build, I'd be fine. I just prefer a Balance squad. Anyway, this thread has popped out great teams so far, thanks for all the effort guys!
 
If you guys could find something to do with this I would appreciate it. I try to play either balance or semi-stall, and would prefer not to use event legendaries since in an ideal world I would be able to make this team on a cart after testing it out online. However, if the team really needs a certain unavailable legendary to function at a basic level, feel free.

Altaria @ Altarianite
Ability: Cloud Nine
EVs: 252 HP / 116 Atk / 136 Def / 4 SpD
Impish Nature
- Dragon Dance
- Return
- Roost
- Fire Blast

Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Earthquake
- Icicle Crash
- Ice Shard
- Iron Head

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Lava Plume
- Flash Cannon
- Earth Power
- Stealth Rock


Thanks a lot in advance!
 
A bit of a challenge here: wanted to try something unconventional to break Stall and put a lot of offensive pressure on the opponents. Mega Absol right now is pretty anti-meta because it beats MSableye, MSlowbro (sometimes), and a bunch of stuff that relies on setting up hazards and phazing (Skarmory, Heatran, etc.). I wanted to address one of it's biggest flaws, which was it's vulnerability to U-Turns, Fighting-types, and Fairies. So I thought of pairing it with Gengar, who by itself is also great against Stall (thanks to typing + Taunt) and can take advantage of an aggressively played MAbsol to keep hazards off the field. Clear Smog helps wit boosting slow sweepers (MSableye, Clefable, Suicine, etc.)


Absol @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Play Rough / Superpower
- Knock Off / Superpower
- Baton Pass


Gengar @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 Def / 252 Spe
Timid Nature
- Shadow Ball
- Focus Blast
- Sludge Bomb / Clear Smog
- Taunt
 
Last edited:
A bit of a challenge here: wanted to try something unconventional to break Stall and put a lot of offensive pressure on the opponents. Mega Absol right now is pretty anti-meta because it beats MSableye, MSlowbro (sometimes), and a bunch of stuff that relies on setting up hazards and phazing (Skarmory, Heatran, etc.). I wanted to address one of it's biggest flaws, which was it's vulnerability to U-Turns, Fighting-types, and Fairies. So I thought of pairing it with Crobat, who by itself is also great against Stall (thanks to Super Fang and Roost) and can take advantage of an aggressively played MAbsol to keep hazards off the field. I'm keeping the move options open on them, but the general idea of the core is anti-stall and taking advantage of forced switches with a Baton-Turn core.


Absol @ Absolite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Sucker Punch
- Play Rough / Superpower
- Knock Off / Superpower
- Baton Pass


Crobat @ Black Sludge
Ability: Infiltrator
EVs: 248 HP / 128 Def / 136 Spe
Jolly Nature
- Brave Bird / Super Fang
- Super Fang / Taunt / Defog
- U-Turn
- Roost

Crobat's EVs are to outrun base-115s, has a pretty good shot at living a lot of hard hitting physical moves (chance to live Talonflame Brave Bird after SR, never KOed by Conkeldurr Ice Punch after SR, etc.). Crobat doesn't need to run Brave Bird, especially considering that a U-Turn out to MAbsol should scare away any Ghosts.
Crobat is currently unviable in ou. I would remove from your core as their is a policy against asking for a team to built around unviable pokemon. Faster stall breakers like mew or gengar would be better options. :)
 

Mur

If you're not first you're last


Alakazam-Mega @ Alakazite
Ability: Trace
Shiny: Yes
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Taunt/Substitute

Celebi @ Leftovers
Ability: Natural Cure
Shiny: Yes
EVs: 252 HP / 148 Def / 108 Spe
Impish Nature
- Baton Pass
- Nasty Plot
- Recover
- Giga Drain

What's up guys, I saw Rob.'s post earlier in the thread stating that he wanted some "heat" to be thrown to the builders so here's a pretty cool core/idea to build around. Mega Alakazam is one of my favorite megas (who i feel is very underrated rn imo) and is absolutely terrifying when it gets passed a nasty plot from Celebi combined with it's savage speed tier and near perfect coverage. That's basically how these two work together as it's pretty straightforward and obvious that a +2 Mzam pretty much decimates everything in it's path only to be stopped by bisharp mind games, strong priority in general, and some scarf users notably lando-t. These two also provide amazing wallbreaking utility for the rest of the team as most defensive cores are more physically inclined in this meta(and heatran is a free nastypass into zam) so these two can usually put holes in the opposition so another member can sweep if I cannot pass a boost to Mzam. My main problem with trying to build around this idea is that the team is inherently weak to pursuit users and bisharp in general and this makes the means of hazard removal very hard to choose from as the lati's and starmie just add to the weakness. Also I had no idea what the hell nastypass celebi's ev spread was(I've never used it before this:[) so I just took what the oh so wonderful showdown suggested spread was so you guys can change it to the most optimal spread for the team. Imo a balance team seems most optimal as Mzam pretty much has no defensive synergy with anything so some nice pivots would provide Mzam some free switches to do work and celebi for some setup opportunities(I'm not entirely opposed to a more offensive team though). So while this may be a tougher team to build I know you guys can handle it and can give me some tips when trying to build a successful more abstract team:]

Edit: I found out the nastypass Celebi spread
 
Last edited:
malware000

Manaphy @ Leftovers
Ability: Hydration
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Calm Mind
- Rest
- Rain Dance
- Scald

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Pain Split
- Volt Switch
- Hydro Pump
- Will-O-Wisp

Latias (M) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog

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

Heatran @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 248 HP / 204 SpD / 56 Spe
Calm Nature
- Stealth Rock
- Taunt
- Lava Plume
- Earth Power

Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Adamant Nature
- Substitute
- Focus Punch
- Seed Bomb
- Spore

First, I started off with your original offensive core. Offensive Manaphy is good but it lacks the speed to consistantly pressure offensive teams, therefore it's easily revenge KOed. I then decided to use a full defensive spread with Calm Mind / Rest / Rain Dance + Hydration to recover health and remove status. The change has worked wonders, mostly because people assume Manaphy is offensive. If you play well you should get two free turns to set up after it's initially switched in. M-Pinsir is one of the best mega formes, it really doesn't need an explanation. I added Breloom next because Rotom-W is a pain for both Manaphy and M-Pinsir. Instead of using the common Life Orb + Technician moveset I chose Toxic Orb + Poison Heal to give it longevity; so it can check Rotom-W throughout the entire match. Next was Rotom-W, it's such a great Pokemon right now because it does a great job of checking a bunch of common Pokemon, so adding it was a no brainer. Heatran was added next because I needed a specially defensive Stealth Rock supporter that could get rid of Steel types, especially Ferrothorn and Skarmory. The team was also in dire need of a second Flying resist, so Heatran so added. Lastly I needed a Pokemon that resisted Electric, Psychic, and Ground type moves; that could also get rid of hazards. I started with Latios but Latias is more useful because of its improved bulk and support with Healing Wish. Although I prefer Roost, Healing Wish allows the team to play aggressively early game or against a well played Rotom-W, if Breloom is gone. The team has a hard time dealing with Fighting types, mainly Mega Gallade. But it's easy to play around that weakness since M-Pinsir's Quick Attack is a clean OHKO. After building the team I thought it looked weird but it's surprisingly decent.

OverlordDerp

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 220 SpD / 36 Spe
Calm Nature
IVs: 0 Atk
- Nasty Plot
- Baton Pass
- Recover
- Giga Drain

Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Dragon Claw

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 64 HP / 16 Atk / 252 SpA / 176 Spe
Rash Nature
- Rock Polish
- Moonblast
- Diamond Storm
- Earth Power

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Knock Off
- Play Rough
- Aqua Jet

Heracross @ Choice Scarf
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Megahorn
- Close Combat
- Stone Edge
- Sleep Talk

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

I tried to keep the original core together but I felt that Heatran was pretty much useless since it could be stopped by some of the same mon's as Mega Diancie. Their roles were also a bit redundant. Mega Diancie is a great late-game cleaner with Rock Polish and thanks to Magic Bounce, it can't be worn down by status ailments or slowed by Thunder-Wave. Specially Defensive Celebi is perfect for it, because it eats up the Water, Fighting, and Ground type attacks aimed at Mega Diancie. It's also an excellent special wall. Try not to keep it in too long though because it can become set up bait for mon's like Mega Latias. So instead of using Choice Scarf Heatran I chose to use Choice Scarf Heracross because it's a Fighting type that can threaten Psychic types, especially Slowbro. It's also largely unprepared for. Moxie allows it to next a KO and possibly severely injure another mon'. I needed to sure up the team's Flying type weakness so I added Rotom-W, which also happens to be a great defensive pivot; that's capable of checking multiple Pokemon. Next I needed a Stealth Rock setter that could provide pressure early. Swords Dance + Lum Berry Garchomp does a great job of setting Stealth Rock and pressuring teams early. Lum Berry also gives it the ability to setup on mon's that rely on status to KO it, like M-Sableye and Rotom-W. Belly Drum Azumarill is a certified offensive threat that needs no explanation. It worked so well with the team because it covered the teams need for more offense while covering several weaknesses. That's pretty much it, the team is fun to use.
 


I was thinking that Mega-Sableye and Volcarona would work great together at least in terms of keeping stealth rocks away. Sableye has an anti-lead set with Toxic to cripple setup sweepers/fire types not named Heatran. Volcarona is an offensive Quiver Dance set with either Bug Buzz or HP Ground that will probably depend on the rest of the team. Unfortunately this duo does not have much defensive synergy other than Volcarona resisting fairy. Also one of the biggest threats to Volcarona is definitely Talonflame as it can revenge kill it completely disregarding speed boosts. Hopefully a good team that can be built around it to help Volcarona sweep.

Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 132 Def / 124 SpD
Careful Nature
- Will-O-Wisp
- Knock Off
- Toxic
- Recover

Volcarona @ Lum Berry
Ability: Flame Body
EVs: 96 HP / 252 SpA / 160 Spe
Modest Nature
- Quiver Dance
- Fiery Dance
- Giga Drain
- Hidden Power [Ground]/Bug Buzz
 
Thanks a bunch AM means a lot you did the core despite it not being the most unique! If i find anything that might need fixing ill post it.
 

xJownage

Even pendulums swing both ways
of course, this post wouldn't be complete without me actually posting a team, so xJownage, i have a mega gardevoir team for you.


paper faces (Gardevoir) (F) @ Gardevoirite
Ability: Trace
Shiny: Yes
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Will-O-Wisp

collapse (Bisharp) (F) @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 52 SpD / 204 Spe
Adamant Nature
- Sucker Punch
- Knock Off
- Pursuit
- Iron Head

1978 (Keldeo) @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Secret Sword

burner (Landorus-Therian) (M) @ Leftovers
Ability: Intimidate
EVs: 192 HP / 208 Def / 108 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

always (Gyarados) (F) @ Leftovers
Ability: Intimidate
EVs: 88 HP / 192 Atk / 4 Def / 224 Spe
Adamant Nature
- Substitute
- Dragon Dance
- Waterfall
- Bounce

move and focus (Garchomp) (F) @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Rock Slide
- Dual Chop
no, it is not the dungeonmaster's guide, and it is not my standard hyper offence. so, this team was a bit of an unorthodox way of exploiting mega gardevoir's and bisharp's ability to trash many common stall builds. since i had these two in place, i decided to include subcm keldeo due to its ability to completely demolish balance and exploit the duo's ability to remove mons like the lati twins that would otherwise stop keldeo's sweep short. since this core was weak to birdspam, i included a double intimidate core in landoge and gyarados, which provides the team with a secondary sweeper, a rocks setter, and answer to mons like mega scizor, excadrill, and talonflame. garchomp is here to give the team much-needed speed and a back-up cleaner to remove things once gyarados and keldeo are done. it also gives the team a semi-reliable answer to speed boosters. rock polish sweepers such as diancie and landorus are a little bit of a problem if you let them set up, but the offensive pressure and sub + boosting sweepers this team uses should keep them (and other sweepers) from setting up. again, this is just a quick team meant to exploit the wallbreaking prowess of mega gardevoir and bisharp's ability to remove the lati twins from play and as such, there probably is quite a bit that can be done to improve this team.
.
I have a few things I am going to post here, in case they are changes you want to make for the OP. Mostly minor changes and one set change.

First off, Taunt is necessary on mega garde, letting it beat chansey and a bunch of other threats that would normally toxic and make it wear itself down. Those two mons trash common stall builds, but not without taunt on garde.

Ive found lum sharp to be rather underwhelming, not hitting nearly hard enough to run it efficiently without a boost. Most of the things that would status it beat it anyways, so its kind of inefficient in that matter. May try blackglasses since LO recoil is annoying

I love normal gyara and have used it for quite a while. For trashing offensive builds I have found moxie lum DD + 3 atks gyara to be the most effective one. Lum is amazing because it allows it to completely circumvent thundurus, and it baitkills it completely. On a team with such a stallbreaking core, its important to have true counters to offensive mons, and since thundy has no counters, the second best thing is to baitkill. Not only that, but moxie gives it +2 atk and +1 speed if thundy comes in on DD, or +3 atk if it tries to revenge para. Moxie lum gyara is pretty amazing.

Since I no longer have dual intimidate to help vs birdspam, I was thinking of switching out scarfchomp for something else. What to, I have no idea. Going to try this team out as is and may make a change if i feel like it (hazard control would also be gr8 but its hard to fit on this team).

paper faces (Gardevoir) (F) @ Gardevoirite
Ability: Trace
Shiny: Yes
EVs: 24 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt

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

1978 (Keldeo) @ Leftovers
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Substitute
- Calm Mind
- Scald
- Secret Sword

burner (Landorus-Therian) (M) @ Leftovers
Ability: Intimidate
EVs: 192 HP / 208 Def / 108 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

always (Gyarados) (F) @ Lum Berry
Ability: Moxie
EVs: 88 HP / 192 Atk / 4 Def / 224 Spe (Gotta find Evs for this set)
Adamant Nature
- Stone Edge
- Dragon Dance
- Waterfall
- Bounce

move and focus (Garchomp) (F) @ Choice Scarf
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Outrage
- Earthquake
- Rock Slide
- Dual Chop / Fire Blast

This looks like a great team, and as you said, is a rather unorthodox way to exploit the abilities of these two mons. I really like it, and these minor changes look like a ton of fun to use. Thank you very much :)
 
Status
Not open for further replies.

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

Top