Project Teambuilding Workshop v2 (Closed) [READ OP and Post #553]

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Well that's a shame, I really wanted a balanced team around infernape.What should I do?Should I ask the permission to change the core?

You could either A) ask for a team based around the original core, or B) re-submit the core with a different wallbreaker
 
Brayne Wady

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Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Ice Beam
- Fusion Bolt
- Roost
- Hidden Power [Fire]

Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Aqua Jet
- Crabhammer

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Superpower

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 168 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Fire Blast
- Dragon Tail

Azumarill @ Choice Band
Ability: Huge Power
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Play Rough
- Aqua Jet
- Waterfall
- Superpower

Latias @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Healing Wish
- Defog
- Psyshock
I started the build off by introducing Mega Scizor to the core seeing that fairies stomped all over it. Decided to go with fast three attacks Jolly Zor, the lord. Reasons being: A- It bops SDef Trans as well as moderately fast Heatrans that speed creep Adamant Zor; B- It outspeeds Tank Chomps that speed creep Jolly Bisharp; C- It outspeeds the base 70s and below (stuff like defensive Mew which can be a pain in the ass.) Scizor has nice synergy with the former two, especially Crawdaunt since the two of them can tag team tank chomps, skarms, and what have you. Tank Garchomp was my rocker of choice mainly because the team is really priority-heavy and it appreciates the chip damage Chomp deals to physical attackers. Keldeo, Gyarados and Zard X are always problems for offense which is why I added Azumarill aboard. Nice n' Band Azu to weaken stuff for Daunt and Zor, decimate sand teams, and clean up offense with Jet.

Latias was the final addition since I wanted Defog + HW support (for Scizor and Crawdaunt). Lati was at first Life Orb but after seeing that Serperior 6-0d me, I made it Scarf. Scarf helps a lot with Mega Zam, unsuspecting Weavile and ofc Zard X. The suggested KB was Mild, but I felt that +speed nature was better for the team since SDef Talon is a nuisance and a half. Getting the jump on modest base 100s, namely Zard Y, is nice too. Roost > 4th attack so it could reliably take on Mega Man and not be overly reliant on Defog support. Though with Scarf Lati, you can afford to run 4 attacks imo. I had a blast testing this squad and I really hope you like it! S/o GeeMick for the help. Always appreciated n_n
WHOOO! Thanks for the team! Just 2 quick questions:

can azu's speed be raised to 185 to outspeed skarm? they usually run enough speed to hit 184

also can i run offensive Lum berry Garchomp instead of the rocky helmet type thats all over the meta?
 
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WHOOO! Thanks for the team! Just 2 quick questions:

can azu's speed be raised to 185 to outspeed skarm? they usually run enough speed to hit 184

also can i run offensive Lum berry Garchomp instead of the rocky helmet type thats all over the meta?
Feel free to customize the team as you see fit n_n
 
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Lopunny @ Lopunnite
Ability: Limber
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Frustration
- Fake Out
- Baton Pass

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Hidden Power [Ice]
- Gunk Shot
- Drain Punch / Fire Punch

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

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 152 Def / 104 Spe
Impish Nature
- Fire Blast
- Earthquake
- Stealth Rock
- Dragon Tail

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Flash Cannon
- Fairy Lock

Starmie @ Life Orb
Ability: Analytic
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Ice Beam
- Thunderbolt
- Hydro Pump
- Rapid Spin

Hey taziathegreat here is the Offensive team for you, I customize both sets hopefully you dont mind. Hoopa need a free switch ins to shine in the metagame and a solid answer for priority mons in the team due to piss poor defense hoopa had, with that being said let's go to the team analisys. Packing the uncommon Baton Pass Lopunny because as said above Hoopa need a free switch ins, Baton pass works when you predict bulky chomp, slowbro, clefables, hippos, lando-t etc to take the HJK/return so you baton pass and you already put in a favorable position, the hoopa set is fully sopport Lopunny and is my only answer for fairies. Dark Pulse 2hko Skarm and hippo, HP Ice hko bulky chomp and lando-t, gunk hko standard mix defense clef, and Dpunch 2hko heatran and ferros, Fire punch is an option to catch some scizors too. Next i follow the free switch in concep so add Scarf Lando-t which provide to te team electric immunity, pivot and revenge killer. Bulky chomp is the answer for priority punish every physical hit with Rough skin + Helmet recoil, also is my answer for Scizor, talon and Bish which could be dangerous for the team, I decided to go with hazard stack and the team seem a bit weak to weavile and fairies so Fairy Lock Klefki was the solotion for this, laying spikes and t-wave support for set up sweepers, Fairy lock works against fairies like clef, they feel safe set it up and the turn they kill you you fairy lock and pray to god to hit Gunk shot because they trap and cant switch. And last hazards + life orb hurt a lot hoopa and i don't have any water resist so Starmie was the answer, providing spin support and status absorber too, you can go Analityc but when i test the team Natural Cure was more handy. Since is Offense you gotta play carefully because one missplay might cost you the game. Hope you like the team and Enjoy.
 
I would like a balance team around this core. It is originally from the GOOD CORES thread by BlazeLatias

CHAIN CHOMP + Agility Thunderous-T


Well i got a pretty cool team. I actually really like how this core works and its a personal favorite of mine.
Edit: core dump MuhFugginMoose asked if any cores i was posting had meloetta or hydra so heres 3 cores lol. (sorry if i miss something)

CHAIN CHOMP + Agility Thunderous-T

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OR
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+
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Let me just say that this core is pretty crazy. Chain chomp and agility thunderous have crazy good offensive synergy aside from getting absolutely smashed from weavile lol. This core is also pretty simple as the point of this core is chain chomp wallbreakers for thunderous-T which allows him to sweep late game better due to how this set of thundy lacks hp ice. Chain chomp is simply amazing being able to pretty much smash anything in his sight that would normally switch into him such as hippowdon,landot skarmory,ferrothorn, mega scizor you name it. Hes a monster and its probably my favourite set. Next up we have agility thunderous-t. As stated thundy loves chain chomps wallbreaking power as it opens up more opportunities to sweep. One of the glorious things about this set is how badly it tears offence apart lol. Seriously this thing hits so hard and thundy-t has the coverage to back it up. I run grass knot as it allows me to break past hippowdon (it ohkos with this spread lol). Thundy also is pretty good for smashing water types overall. Hp flying can also be run on thundy-t so you can break past mega venu who is starting to once again become popular. Good partners for this team would be something to remove faster dragons like latios/latias so scarfed tyranitar makes for a fantastic partner. Keldeo works fantastic with these two being able to assist in wall breaking or use its sub cm set so act as a second sweeper. Skarmory makes for a solid partner and can stack hazards if you use rocks on chomp which i feel works really nicely with thundy-t as the hazards can help grab kills. Hazard removal is important so again skarmory can work well. Mega venusaur has fantastic synergy with this core if you use non mega garchomp as it actualy handles a lot of pokemon this core hates.


Un-ChainedChomp (Garchomp) @ Life Orb / Garchompite
Ability: Sand Veil
Shiny: Yes
EVs: 16 Atk / 240 SpA / 252 Spe
Naughty Nature
- Earthquake
- Draco Meteor
- Stealth Rock / Stone Edge / Dragon Claw
- Fire Blast

Thundurus-Therian @ Life Orb
Ability: Volt Absorb
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Thunderbolt
- Agility
- Focus Blast
- Grass Knot / Hidden Power Flying

Preferably not mega chomp.
 
Silverwhiteblue

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Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 104 HP / 216 Atk / 188 Spe
Jolly Nature
- Dragon Dance
- Roost
- Flare Blitz
- Earthquake

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 216 Def / 40 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Heal Bell
- Moonblast
- Moonlight

Mandibuzz @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Defog
- Roost
- Foul Play
- Brave Bird

Hippowdon @ Leftovers
Ability: Sand Force
EVs: 248 HP / 144 Def / 116 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Stone Edge

Ferrothorn @ Shed Shell
Ability: Iron Barbs
EVs: 248 HP / 92 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Gyro Ball
- Power Whip

Jellicent @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 172 Def / 76 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Taunt
- Ice Beam
- Scald
- Recover

For some reason every time I build this core it turns out being DD Zard X + a semi-stall backbone and this time was no different. Anyway the initial core is solid and I decided to run Earthquake on Charizard because it lures Heatran oh so well which Clefable really appreciates (and lets be honest, bulky builds hate Magma Storm Tran as well). I went with a little bit of bulk and enough speed to creep Volcaronas that don't run max (with the added benefit of outspeeding Scarf Lando-T at +1). Next up I went Unaware CM on Clefable so that it can stomp out other Clefables as well as beating stuff like CM Latios, NP Thundurus, BD Azumarill and TG Manaphy which were looking threatening to the team. Heal bell is nice support as the team doesn't really like status and allows Zard to Flare Blitz freely against Thundurus and Klefki as you can heal off the paralysis later. I added the Hippowdon + Ferrothorn core because it is just so damn solid. It provides Stealth Rock and Spikes while also dealing with weather offense, Bisharp, Mega Lopunny, Talonflame, most Azumarills, non HP Fire Mega Diancie, Thundurus and all of the main 3 mega Dragon Dancers. Shed Shell on Ferro so that you dont get bopped by Alt + Mag or the rare MGyara + Goth squads. Ferro has the added benefit of beating RD variants of Manaphy which Clefable can't handle. Next up I wanted a form of hazard removal but my Starmie builds ended up being too standard and just too weak to common things. I added Mandibuzz since it is actually an answer to Hoopa-U (!!), Breloom and can check some other dark types pretty well along with Gengar. I threw Brave Bird on just because Serperior is a problem for Clefable if it's LO or if Rocks are up. I played around with the last moveslot trying things like U-turn, Toxic and even Knock Off but I felt like Foul Play just ended up being the best option. At this point I was really weak to Keldeo and I didn't really want anyone spinning away hazards so I added Jellicent. I've made it a stallbreaker variant to give the team an answer to some of the other bulky builds around. Ice Beam is for Gliscor which is otherwise a pretty big problem, particularly Taunt sets (SD is beaten by Unaware Clef). Jellicent also stops beasts like Medicham from spamming High Jump Kick, and its EV spread is tailored to beat Mega Diancie with Stealth Rocks up just in case it is an HP Fire variant which Ferrothorn loses to (thanks to Vertex for making this suggestion).

Biggest threats would be Mega Gardevoir, any pokemon carrying Taunt such as Gengar, Mega Metagross and Mega Medicham. Opposing Clef + Hippo balance is somewhat annoying but Jellicent puts in quite a bit of work against those builds as soon as you land some Scald burns. General premise is to hazard stack and weaken the opposing team to build up for a Zard or Clef sweep. Can use SpDef Skarm if you really hate Gardevoir but leaves you weak to Gengar so I liked this build a bit better. You can try Will-O-Wisp Zard X here if you like but I find it fun to have offensive Zard with a semistall backbone as it gives you a really nice win con against offense. If you feel the team's too passive you can run Starmie + Torn-T (run HP Ice for Gliscor) over Mandi + Jellicent but I wasn't liking that build just because it lacked a stallbreaker and Torn-T isn't as good of a Gengar check as it gets credit for anyway, though Torn gives you a better matchup vs Gardevoir as well (sorry I had issues fixing this problem man ;_;). Ferro is Spdef so it can take HV + Focus Blast at least but yeah still a big threat.

In the end it's okay if the defensive core gets broken so long as the opposing team has been weakened sufficiently for Zard or Clefable to sweep.

Anyway hope you enjoy.
 
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Redevil360
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Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 64 Atk / 192 SpA / 252 Spe
Hasty Nature
- Crunch
- Fire Blast
- Hidden Power [Grass] / Ice Beam
- Stealth Rock

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Return
- Swords Dance

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

Raikou @ Air Balloon
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Extrasensory
- Calm Mind

Azumarill @ Choice Band
Ability: Huge Power
EVs: 40 HP / 252 Atk / 4 Def / 212 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Facade

Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish
you saw this team in action in a room tour, so there is not too much to explain. offensive smooth rock tyranitar provides rocks and kills other leads such as garchomp and landorus-t trying to set up stealth rocks on you early game if you choose ice beam. it also provides rocks itself and can get them up really easily. preserving tyranitar for latios is also really cool because no one is going to switch out there lati because they assume you have pursuit. just fool them and crunch it, opening a path for hidden power [ground] volcarona to completely decimate your opponent's team. sd excadrill pairs with tyranitar excellently and i used return over rock slide because it kills everything it needs to kill at +2, but nets a harder hit on rotom-w, which can be really threatening to this team if you aren't using hidden power [grass] on tyranitar to lure it in. you can run facade if you believe ended the days of wisp users is fun, but that leaves you a mono attacker so i recommend calcing your returns.

raikou was the second pokemon you requested and i decided to take in my common saying "innovation wins games" and run the lord set, air balloon cm + 3 attacks. not only can you poop on hippowdon by saying "i'm going to 2hko while you pop my air balloon" at +1 satk, you also lure in mega venusaur, amoonguss, and opposing assault vest raikou with extrasensory which allows choice band azumarill to pound the living crap outta everything. azumarill run facade to say a big LOL to keldeo when latias is low on health because it doesn't have roost. speaking of latias, it heals a pokemon from the terrific trio sweeping core allowing you to get some second chances. oh, and i went max speed on volcarona to tie with timid mega charizard y and mega gardevoir, and it also speed ties with scarf rachi which has risen on the ladder. 212 speed on azumarill is to outpace 8 spe mega scizor.

you are obviously going to hope for flame body burns against mega lopunny, so there really isn't much to do against a good user of it, but the team is rather solid. mega sableye is also annoying. the team is about setting up and hitting - don't stray past these principles.
 
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Thanks so much for the team vertex. It looks really fun to play from what I saw in the room tour.
P.s I'm sure you would've easily beaten 75 in the final if u didnt leave the tour.
 
Hey guys. I'd like to request a team built around these three mons:

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Hoopa-Unbound @ Life Orb
Ability: Magician
Shiny: Yes
EVs: 248 Atk / 80 SpA / 180 Spe
Hasty Nature
- Psychic
- Hyperspace Fury
- Gunk Shot
- Drain Punch

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot/Focus Blast

Klefki (F) @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Thunder Wave
- Spikes
- Magnet Rise
- Foul Play
Hoopa and Thundurus can break down most of each other's checks and counters. Both Klefki and Thundurus provide hax Thunder wave support for Hoopa which makes it easier for it to punch holes in faster teams. Klefki's Spikes help in that regard, too. Sets can be changed, of course. Thanks a lot.
 
Stripes

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Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Outrage / Aqua Tail
- Earthquake
- Dragon Claw

Thundurus-Therian @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Agility
- Focus Blast
- Thunderbolt
- Hidden Power [Ice]

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

Slowbro @ Slowbronite
Ability: Regenerator
EVs: 248 HP / 80 Def / 172 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Psyshock
- Calm Mind
- Slack Off

Ferrothorn @ Shed Shell
Ability: Iron Barbs
EVs: 252 HP / 112 Def / 144 SpD
Sassy Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball
- Power Whip
- Protect

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Defog
- Thunderbolt
- Roost
Yo. Really wanted to use Thund-T so I took your core. Instead of the chain chomp set, I felt SD w/ LO accomplished the same goal and was in general harder to wall (think things like Clef, Hippo going for slack off, etc that can actually beat chain chomp). Does a fantastic job at softening Hippo, Ferro etc for Thundurus to plow through. Aqua Tail is if you don't want to get locked into Outrage just to kill Hippo/Land-T/etc. Feel free to use chain chomp tho if you rly want to. Anyways, CM Mega Bro looked sick here cause I wanted a Metagross/Keld/M-Lop/Bird/Sand check package deal that could pressure the opposition. Heatran is on for rocks, for shutting Clef and M-Venu down, and for checking stuff like Scizor, non-EQ Zard X and Electrics. It can also decently stall break w/ the spreading of status + Taunt. Ferrothorn was sorta needed here for Altaria and M-Gyara and I made it Shed Shell after testing since it really can't afford to get trapped on this build. If ur a master predicter, go Lefties :P. Didn't feel the need for Spikes so I just went Protect so I could scout as well as recover health w/ Leech Seed but tbh you can run whatever here like T wave. Finally, Latios was added to check Zard Y and to defog away hazards if they started stacking a bit too much. Jolly>Adamant Chomp is insurance vs some annoying base 100s like M-Garde and Manaphy as I can get off a heavy hit guaranteed, putting them in lati range. Hope you like it n_n

Replay of team in action
 
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Stripes

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Garchomp @ Life Orb
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Outrage / Aqua Tail
- Earthquake
- Dragon Claw

Thundurus-Therian @ Life Orb
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Agility
- Focus Blast
- Thunderbolt
- Hidden Power [Ice]

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

Slowbro @ Slowbronite
Ability: Regenerator
EVs: 248 HP / 80 Def / 172 SpD / 8 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Psyshock
- Calm Mind
- Slack Off

Ferrothorn @ Shed Shell
Ability: Iron Barbs
EVs: 252 HP / 112 Def / 144 SpD
Sassy Nature
IVs: 0 Spe
- Leech Seed
- Gyro Ball
- Power Whip
- Protect

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Defog
- Thunderbolt
- Roost
Yo. Really wanted to use Thund-T so I took your core. Instead of the chain chomp set, I felt SD w/ LO accomplished the same goal and was in general harder to wall (think things like Clef, Hippo going for slack off, etc that can actually beat chain chomp). Does a fantastic job at softening Hippo, Ferro etc for Thundurus to plow through. Aqua Tail is if you don't want to get locked into Outrage just to kill Hippo/Land-T/etc. Feel free to use chain chomp tho if you rly want to. Anyways, CM Mega Bro looked sick here cause I wanted a Metagross/Keld/M-Lop/Bird/Sand check package deal that could pressure the opposition. Heatran is on for rocks, for shutting Clef and M-Venu down, and for checking stuff like Scizor, non-EQ Zard X and Electrics. It can also decently stall break w/ the spreading of status + Taunt. Ferrothorn was sorta needed here for Altaria and M-Gyara and I made it Shed Shell after testing since it really can't afford to get trapped on this build. If ur a master predicter, go Lefties :P. Didn't feel the need for Spikes so I just went Protect so I could scout as well as recover health w/ Leech Seed but tbh you can run whatever here like T wave. Finally, Latios was added to check Zard Y and to defog away hazards if they started stacking a bit too much. Jolly>Adamant Chomp is insurance vs some annoying base 100s like M-Garde and Manaphy as I can get off a heavy hit guaranteed, putting them in lati range. Hope you like it n_n

Replay of team in action

Thanks man, Team is sick. Really like how much work the two main offensive mons do, but also wow Mega bro is sick on this team. Again thanks a lot, really cool team.
 
Hey guys. I'd like to request a team built around these three mons:

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Hoopa-Unbound @ Life Orb
Ability: Magician
Shiny: Yes
EVs: 248 Atk / 80 SpA / 180 Spe
Hasty Nature
- Psychic
- Hyperspace Fury
- Gunk Shot
- Drain Punch

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot/Focus Blast

Klefki (F) @ Leftovers
Ability: Prankster
EVs: 248 HP / 252 SpD / 8 Spe
Careful Nature
- Thunder Wave
- Spikes
- Magnet Rise
- Foul Play
Hoopa and Thundurus can break down most of each other's checks and counters. Both Klefki and Thundurus provide hax Thunder wave support for Hoopa which makes it easier for it to punch holes in faster teams. Klefki's Spikes help in that regard, too. Sets can be changed, of course. Thanks a lot.
i'll work on this :]
 
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Infernape @ Life Orb
Ability: Iron Fist
EVs: 168 Atk / 88 SpA / 252 Spe
Naive Nature
- Fire Blast/Flare Blitz
- Close Combat
- Mach Punch
- Hidden Power Ice/Grass Knot/Thunder Punch

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Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

(OPTIONAL)
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Altaria @ Altarianite
Ability: Natural Cure
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Return
- Earthquake
- Roost

I think that this core works well because infernape is able to destroy steel types such as ferrothorn skarmory and chansey, while rotom-w can provide a safe switch in thanks to volt switch.It can also beat talonflame and some water types like azumarill,
I'm not really sure about the mega but I thought of mega altaria because it can be a solid answer against the latwins and other dragon types that infernape doesn't really appreciate(such as garchomp).In return, infernape can break trough steel and ice types, allowing mega altaria to sweep.
NOTE:If you think that the infernape stallbreaker set is more viable that's fine aswell
I'll take this. Would work on it and have it submitted by this weekend :]
give me my likes
 
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IronGrahn
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Healing Wish

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Roost
- Swords Dance

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
IVs: 29 HP
- Hyperspace Fury
- Gunk Shot
- Grass Knot
- Drain Punch

Scizor (M) @ Scizorite
Ability: Light Metal
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Superpower

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

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
- Stealth Rock
- Scald
- Earthquake
- Knock Off / Icy Wind
Made a nice HO team just like you asked. Since the team was going to be offensive I needed to make sure I had at least one decent check that I could fall on 2-3 times, for pokemon that are good at shredding offensive teams (mainly super fast mons like manectric & lopunny). I chose Seismitoad over Garchomp or Hippowdon because it's a mega manectric counter. Garchomp and Hippowdon would compliment the team well and would be better checks for a few physical threats. But they cannot adequately check manectric and both mon's provide opportunities for keldeo to switch in and shred the team. Although I have two keldeo checks I would prefer to keep latias healthy, plus I want to limit its game time to prevent it from being trapped. And I don't want to risk Azumarill to unnecessary burns. Seismitoad does its job well, it sets up SR and prevent manectric from dismantling the team. Icy Wind could be used over Knock Off if you want to beat Garchomp without having to rely on burns. You could use Rocky Helmet Garchomp or Hippowdon if you want to though. Next up was Mega Scizor. I've fallen in love with this mon because of its great bulk + recovery, and its ability to run a multitude of movesets. I chose a full on offensive moveset for this team. No one really expects Scizor to be all out offensive because of the popularity of the SD/Roost/KnockOff/BP moveset. I like the moveset because it has to tools to beat most of its checks with Superpower + Bug Bite. Its other checks like Talonflame + Zards are limited by Stealth Rock and both are easily KOd by Talonflame or Latias. Latias was next because its the best hazard removal option in OU because of the amount of support it offers teams offensively and defensively. It's self explanatory. I didn't choose a recovery option because uh like I said it'll be limited in appearances and will mostly be used for hazards removal or for healing wish. Azumarill was last, it's just necessary to have this on most offensive teams because it's a decent Zard X / Altaria check thanks to sitrus berry. It's also here for a potential BD sweep.
 
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IronGrahn
Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Healing Wish

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- Roost
- Swords Dance

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Lonely Nature
IVs: 29 HP
- Hyperspace Fury
- Gunk Shot
- Grass Knot
- Drain Punch

Scizor (M) @ Scizorite
Ability: Light Metal
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Superpower

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

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
- Stealth Rock
- Scald
- Earthquake
- Knock Off / Icy Wind
Made a nice HO team just like you asked. Since the team was going to be offensive I needed to make sure I had at least one decent check that I could fall on 2-3 times, for pokemon that are good at shredding offensive teams (mainly super fast mons like manectric & lopunny). I chose Seismitoad over Garchomp or Hippowdon because it's a mega manectric counter. Garchomp and Hippowdon would compliment the team well and would be better checks for a few physical threats. But they cannot adequately check manectric and both mon's provide opportunities for keldeo to switch in and shred the team. Although I have two keldeo checks I would prefer to keep latias healthy, plus I want to limit its game time to prevent it from being trapped. And I don't want to risk Azumarill to unnecessary burns. Seismitoad does its job well, it sets up SR and prevent manectric from dismantling the team. Icy Wind could be used over Knock Off if you want to beat Garchomp without having to rely on burns. You could use Rocky Helmet Garchomp or Hippowdon if you want to though. Next up was Mega Scizor. I've fallen in love with this mon because of its great bulk + recovery, and its ability to run a multitude of movesets. I chose a full on offensive moveset for this team. No one really expects Scizor to be all out offensive because of the popularity of the SD/Roost/KnockOff/BP moveset. I like the moveset because it has to tools to beat most of its checks with Superpower + Bug Bite. Its other checks like Talonflame + Zards are limited by Stealth Rock and both are easily KOd by Talonflame or Latias. Latias was next because its the best hazard removal option in OU because of the amount of support it offers teams offensively and defensively. It's self explanatory. I didn't choose a recovery option because uh like I said it'll be limited in appearances and will mostly be used for hazards removal or for healing wish. Azumarill was last, it's just necessary to have this on most offensive teams because it's a decent Zard X / Altaria check thanks to sitrus berry. It's also here for a potential BD sweep.
Thx very much! ^^
I'll test the team out right away! :]
 
Hi, hoping to have an offense team built around one of my favorite cores:

diancie-mega.gif
serperior.gif

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

Serperior @ Miracle Seed
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare / Taunt

Together, these two have amazing offensive synergy. Diancie beats mons like Talonflame, Tornadus-T, Heatran, and Mega Charizard Y, which Serperior hates. In return, Serperior beats most of the mons that Diancie has trouble with, such as Hippowdon, Scarf Keldeo, Manaphy, and steels like Ferrothorn and Scizor after a +2 boost from Leaf Storm. This is a pretty cool core to use, but I have trouble covering its weaknesses. This core has trouble with most mons faster than them, Mega Venusaur, Mega Metagross (Glare helps but Earth Power never OHKOs), and Chansey. Take your time with this core, and thanks in advance!
 
Hello. I was just wondering if you can build a sand offense and/or hyper offense team around this core. I usually struggle against stall teams so I have been trying to use stall breakers lately on my offense teams but im still kinda having trouble. also the reason for max speed adamant heracross here was so I can lead heracross against sash breloom so when the first turn i mega evolve I can out speed and kill breloom with Pin Missile. Thanl you for your time and have a nice day.

P.S If this help this is the sand offense team I made so far but im still kinda having issues with it. http://pastebin.com/8haEKczR

manaphy.gif
heracross-mega.gif


Manaphy @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Scald
- Tail Glow
- Hidden Power [Fire]
- Energy Ball

Heracross @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Blast
- Pin Missile
- Close Combat
- Swords Dance
 
Hi, hoping to have an offense team built around one of my favorite cores:

diancie-mega.gif
serperior.gif

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

Serperior @ Miracle Seed
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare / Taunt

Together, these two have amazing offensive synergy. Diancie beats mons like Talonflame, Tornadus-T, Heatran, and Mega Charizard Y, which Serperior hates. In return, Serperior beats most of the mons that Diancie has trouble with, such as Hippowdon, Scarf Keldeo, Manaphy, and steels like Ferrothorn and Scizor after a +2 boost from Leaf Storm. This is a pretty cool core to use, but I have trouble covering its weaknesses. This core has trouble with most mons faster than them, Mega Venusaur, Mega Metagross (Glare helps but Earth Power never OHKOs), and Chansey. Take your time with this core, and thanks in advance!
ok i gotchu holmes
 
might as well ask to build around this. Came up with this core and posted it in oras good cores but i never got around to finishing the team.
houndoom-mega.gif

Houndoom @ Houndoominite
Ability: Flash Fire
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast
- Dark Pulse
- Nasty Plot
- Sludge Bomb
klefki.gif

Klefki @ Heat Rock
Ability: Prankster
Shiny: Yes
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Sunny Day
- Spikes
- Thunder Wave
- Play Rough

This is pretty much a nice ho core that sets sun up for mega houndoom boosting his spA to insane levels. Also spikes stack+doom in sun is really fun to use allowing you to get some kills you might just miss out on. Then again name the switch ins for a +2 sun boosted Fire blast LOL. got sludge bomb for azu. Probably pair this up with a nice offensive core that can take advantage of mega dooms wallbreaking capabilities. Sorry for short description. Its really self explanatory.

Edit: Avoid making this a sun team
 
I've enjoyed checking out this thread from time to time (as well as the old one). Thanks again to ArchPhantom for the cool team in the last thread :]. Didn't see anything in the OP about posting 2 separate cores being against the rules, but I apologize in advance if it is frowned upon. I just have 2 cool (at least in my opinion) cores/pairings/ideas.

First up we have:

Garchomp @ Salac Berry/Lum Berry/Life Orb
Ability: Rough Skin
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Substitute/Fire Fang
- Swords Dance
- Dragon Claw
- Earthquake

Roserade @ Life Orb
Ability: Natural Cure
EVs: 16 HP / 252 SpA / 240 Spe
Modest/Timid Nature
- Spikes
- Leaf Storm
- Sludge Bomb
- Sleep Powder/Toxic Spikes/Hidden Power (Fire)

With rocky helmet chomp being so common (and good, of course) right now, offensive chomp variants I feel are underrated and perhaps a bit underprepared for (or at least can catch people off guard). Roserade is a cool mon that hits incredibly hard while providing strong utility options. The idea behind the synergy between these two is that a lot of the mons that like to come in on Rose (Heatran, Jirachi, Scizor among others) can be threatened/set up on by Garchomp, and Roserade can provide hazard support as well as check/counter things like Unaware Clef, Keldeo, Altaria, and Azumarill that can be annoying to Chomp or just in general. A 3rd mon that came to mind for me to pair with this core was Mega Aerodactyl, as this would provide an important check to mons like Talonflame and Torn-T which are very annoying to both mons of the "core", as well as be a solid late game cleaner after Chomp softens things up. Would really compound the Weavile weakness though. Of course I'll leave the decisions for best partners to the core up to the builders should any of you want to try it out.

2nd core is:

Tyranitar @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Dragon Dance
- Stone Edge
- Fire Punch
- Ice Punch

Scolipede @ Life Orb
Ability: Poison Point
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Megahorn
- Poison Jab
- Aqua Tail
- Protect

Mega TTar is a really cool mon. It's incredibly bulky, allowing it to set up on many pokemon, and with this moveset it can lure in and KO threats such as Scizor/Ferrothorn/Landorus-T, which are all very annoying to Scolipede. Scolipede's job is to clean up late game. Not much more to say, as I feel the synergy here is much more obvious than in the 1st core.

My playstyle preference is some form of offense, but again, builders discretion for what they think works best. Thanks!
 
Ai
Hello. I was just wondering if you can build a sand offense and/or hyper offense team around this core. I usually struggle against stall teams so I have been trying to use stall breakers lately on my offense teams but im still kinda having trouble. also the reason for max speed adamant heracross here was so I can lead heracross against sash breloom so when the first turn i mega evolve I can out speed and kill breloom with Pin Missile. Thanl you for your time and have a nice day.

P.S If this help this is the sand offense team I made so far but im still kinda having issues with it. http://pastebin.com/8haEKczR

manaphy.gif
heracross-mega.gif


Manaphy @ Leftovers
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
- Scald
- Tail Glow
- Hidden Power [Fire]
- Energy Ball

Heracross @ Heracronite
Ability: Guts
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rock Blast
- Pin Missile
- Close Combat
- Swords Dance
im doing this
 
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