Sebberball
formerly BoXeD
i cant wait to see the magic you will work with these teams
Hey TNT, thanks for the hard work!hi everyone! by popular demand (and request from AM), the team building shop is open again! Bluwing, one of b101's newest badged tutors, has been added to our crew to help with the ever-increasing demand for teams. welcome aboard!
also, Amy Sorel, i took your core and had quite a bit of fun w/ it:
protip for anyone wanting to try this team out: play aggressively, and don't be afraid to sack mons if it means something on your team can get a free switch opportunity.mountains (Tyrantrum) (F) @ Choice Band
Ability: Rock Head
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Head Smash
- Earthquake
- Outrage
- Superpower
halcyon (Diancie) @ Diancite
Ability: Clear Body
EVs: 16 Atk / 240 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Protect
- Earth Power
objects (Magnezone) @ Air Balloon
Ability: Magnet Pull
EVs: 32 HP / 252 SpA / 4 SpD / 220 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Magnet Rise
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
starlet (Latios) (M) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Trick
new orleans (Azumarill) (F) @ Sitrus Berry
Ability: Huge Power
EVs: 60 HP / 252 Atk / 196 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
trauma (Garchomp) (F) @ Lum Berry
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Outrage
- Earthquake
thanks to the multiple weaknesses your key pokemon share, your core works best on hyper offense. as a result, i made a quick hyper offense team to exploit the strength of your rockspam core. first, i made a quick tweak to your core. since tyrantrum and m-diancie already screw flying-types over quite well, i changed magnezone to an air balloon + magnet rise variant so the team has a semi-reliable method of preventing excadrill and rock polish landorus / mega diancie from sweeping the team 6-0. however, this change to the core made the team much more vulnerable to 6-0 sweeps by mons like keldeo and starmie, so i added latios in to give the team some much-needed speed and a check to the aforementioned water-types, as well as the other random fastmons that are present on nearly every team out there. azumarill is the team's main sweeper because of its sheer power and excellent synergy with the rest of the team. another particularly notable attribute about azumarill is its ability to check weakened speed boosting sweepers that latios cannot revenge kill on its own. finally, chomper was added as this team's rocks setter (hey, every team needs a sr setter, amirite?) and primary lead due to its ability to set the pace of the match from the get-go.
for the curious, the nicks come from tracks on hybrid minds's album mountains. i'll update the op with the teams that have been posted here soon.
Ive asked for a balance team. Hahaha. :p. I guess thats a fair call on the meta but There's a reason why people prefer offense and balance. Nobody wants an overly long game and people naturally find fast paced destruction fun. If you want more unique archtypes like trickroom stall or just defensive cores in general people need to be convinced there fun and not annoying. Sorry about the irrelevant post. I just fugured I would I would add 2 cents.Yeah I don't think we exactly mind making teams that have Pokemon similar to former teams and are asking for something different in terms of archetypes. We'll have different takes on it anyways in terms of building. Also no one wonder why some people think the meta is stale when 14/15 cores so far have been offensive :(
Solid team and build. But I'm feeling like a defensive Manaphy would allow the team more flexibility and allow it to handle threats like Keldeo and Azumarill without having to sacrifice something if Latios and Ferrothorn have been fainted. Rain Dance / Calm Mind / Scald / Rest Manaphy also gives the team a sure fire way to beat defensive teams because it can easily boost to +6 and sweep. The Pokemon in the meta have become pretty fast, I think fitting Substitute on Heracross would be a good idea, to mitigate its poor speed and force your opponent to sacrifice something or take a huge hit. That might be a preference suggestion but its worth looking into since Heracross is going to force something out 9/10 times. Also use Swords Dance on Gliscor.benallaire
Feel free to use Tail Glow / 3 attacks Manaphy btw like your original core had but I felt like in practice Rain Dance / Tail Glow + M-Heracross was a bit more effective and with that you basically made defensive cores a liability for opponents. If you do use 3 attacks I'd use Psychic somewhere cause M-Venusaur and bulky grass types like Amoonguss can be annoying. Anyways another pretty simple build where you notice my skillful and creative team-building in the implementation of Ferrothorn, boy look at that innovation right there. Scarftar helps a bit with Talonflame, M-Pinsir, taking out the Latis that sort of annoy M-Heracross and checks the Zards at least a little bit. Roost / Defog Latias for some team longevity and hazard control which the grounded team-mates will appreciate for removing Spikes and T-Spikes. Gliscor helps to break stall a bit as far as breaking it with utility while M-Hera + Mana breaks Balance and Stall through power along with a way to deter Clefable from getting a bit ridiculous. If offense becomes annoying I thought about using Rock Polish Lando-I over Gliscor if you want a more offensive feel to the team and then just Healing Wish > Roost so that's something to think about.Heracross @ Heracronite
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Rock Blast
- Pin Missile
- Swords Dance
Manaphy @ Leftovers
Ability: Hydration
EVs: 112 HP / 212 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Psychic
- Rain Dance
- Tail Glow
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 192 SpD / 72 Spe
Careful Nature
- Earthquake
- Knock Off
- Roost
- Taunt
Latias (F) @ Life Orb
Ability: Levitate
EVs: 152 HP / 104 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Draco Meteor
- Roost
- Defog
Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Pursuit
- Stone Edge
- Superpower
- Crunch
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Power Whip
- Knock Off
- Leech Seed
- Stealth Rock
Given how much of a threat DD Altaria is to the Heracross squad, I think Gyro Ball is an important move to have on Ferrothorn. Though I'd like to know your reasoning for giving Ferro knock off, because I obviously can't come an be critical about the team just like that, especially given how quickly you managed to build such solid teamsIf you haven't noticed by now good suggestions will get edited into my post for reference sake. Look at rob. post above and then mine to give you an idea. Just letting you all know in case I don't comment on them.
I sort of overlooked that aspect while testing and Knock Off was deter Scarf user switch ins and general utility like removing Life Orbs from Tornadus-T. I think that + robs suggestion combined are a pretty good combo that can be tried out. I'll put that.Given how much of a threat DD Altaria is to the Heracross squad, I think Gyro Ball is an important move to have on Ferrothorn. Though I'd like to know your reasoning for giving Ferro knock off, because I obviously can't come an be critical about the team just like that, especially given how quickly you managed to build such solid teams
Oh ok, I understand the utility of Knock off, especially with the teams's Scarfer bieng a pretty slow mon. It also helps to remove Clefaable lefties to break it easier with Hera, for example. It's a latter if what you want to be better against, I suppose. I think this also exemplifies well how hard it is to be prepared for everything in today's meta.I sort of overlooked that aspect while testing and Knock Off was deter Scarf user switch ins and general utility like removing Life Orbs from Tornadus-T. I think that + robs suggestion combined are a pretty good combo that can be tried out. I'll put that.
Kyurem-Black + Heatran
Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 56 Atk / 252 SpA / 200 Spe
Rash Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Roost
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 20 SpD / 240 Spe
Calm Nature
- Lava Plume
- Stealth Rock
- Taunt
- Toxic / Earth Power
Here's a "core" that I find works well in practice that I'd like to see you guys take a stab at. I'm not entirely sure how these two work together, but they just do. I guess it's mainly because this variant of Heatran is able to take on the likes of Mega Scizor and Ferrothorn reliably, which are two mons Kyubes doesn't like. The Kyubes set I chose is the Standard LO Roost set, although I'm not entirely sold on the EV spread, so feel free to change it if you find the need to. Just please keep it +SpA nature-wise so it can nuke stuff. If it's not too much to ask, I'd like this team to be on the more Bulky Offense / Offensive Balance side, as those are the playstyles I am most comfortable using. Thanks, looking forward to what y'all can do. =]