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I would like a team based around mamoswine. LO mamoswine is very underrated atm imo, and is extremely hard to switch into and I feel with the right team support it can shine in this meta. It performs very well against the fat balance teams (hippo,venu,clef,skarm,mana,t tar,ferro,slowbro,torn t) and stall teams(the usual suspects) that are quite common atm. The only thing I ask of you when you make this team is that you dont make mamo sash lead because I dont think thats a waste of potential. If you disagree with that please tell me why. Thanks for reading :]
I actually had a core for this in mind (Mamo + Mag + Torn/MPidge) which I was gonna try to build for myself for fun. If that core doesn't work out I'll nix the team but I'll still build this, and don't worry I won't use Sash Mamo lol
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 196 Def / 60 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Thunder Wave
- Soft-Boiled
Apparently, this core is centred on having the pair spread status with Wisp / Thunder Wave and then have Gengar wallbreak with Hex or have Clefable Calm Minding to victory. Hex is a move which allows Gengar to lure Gliscor, which is beneficial for Clefable to sweep. 196 Def allows Clefable to avoid the 2HKO from a burned Bisharp's Iron Head.
EDIT: Forgot to say that I'm hoping somebody can build a team around this since my own attempts resulted in spectacular failure.
I actually had a core for this in mind (Mamo + Mag + Torn/MPidge) which I was gonna try to build for myself for fun. If that core doesn't work out I'll nix the team but I'll still build this, and don't worry I won't use Sash Mamo lol
Picking this up too but I'm probably gonna change Clefable's spread since I can add a Bisharp check to the team.
Weavile (M) @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Ice Punch
- Low Kick
- Knock Off
i am looking for an OFFENSIVE TEAM based around this core. Weavile takes on Venu's threats such as Latios, Tornadus, and heatran to some extent. Venu checks Weaviles checks like Azu, keldeo, clefable, and certain scizor variants
his whole point was that he's gonna have to change the sets a little bit to make the team better... making simple changes to the moves / spreads is allowed lol.
I'm not really on builders but considering I mod the forums and I still mediate a lot of this amongst other things like test and rate these before they get put on I figured I would grab some of the unfinished cores here.
Ok so first off I have no idea where you got those terrible speed benchmarks from but if it's from a friend I highly suggest you ditch that friend and replace he / she with a nice sweet christian chick. - outl advice
M-Gyarados doesn't necessarily need a water move as Crunch is really the only obligatory thing and after that it's based on team needs and lure purposes. I went with Ice Fang / EQ as Ice Fang breaks past the increasing usage of Breloom while putting a huge dent into Amoonguss who is found on many defensive teams now. Earthquake is going to make whatever bad matchup you had against Rotom-W the easiest win of your life while hitting normal checks like Keldeo and Azumarill for solid damage. CM Raikou supplements M-Gyarados in breaking down fat waters that annoy it. HP Ice is mandatory but if you end up using something like this in a tournament and know the guy is a defensive player HP Grass can be an option to break Quagsire. Sets pretty standard could use another coverage option over Volt Switch like Shadow Ball or Extrasensory, with Extra helping with M-Venu more. Talonflame set is stupidly standard idk what else to say other than you can throw on Wisp or Taunt but I like Flare Blitz so your matchup isn't garbage against M-Scizor and Raikou / Thundurus. Every defensive core has that Starmie, Ferro, Hippo stuff but considering 1. It's boring 2. had to cover some things defensively for the offensive core to benefit I went a different route. I chose Seismitoad as opposed to all the usual grounds as I wanted another Keldeo switch in of sorts or at least a decent water switch in. I chose Sludge Bomb as a coverage option cause Azumarill is literally satan, which helps Ferro not be worn down by it constantly. Ferrothorn is just tect / Leech Seed to provide longevity. Leftovers is the basic item, if you're playing a higher level game or in an area where trappers are prevalent consider using Shed Shell. Life Orb Starmie is just Scald / Psychic, Scald for water STAB that doesn't miss and to burn all the time cause that's just Scald, Psychic to hit Rotom-W, Venusaur and other targets for neutral damage. Natural Cure to remove status.
Ok foothead58 kind of pressed for time and the premise behind my teambuilding most times isn't some long process with some philosophical component behind it, especially tonight when it's a day before work so screeeew that. I went with your core changed a couple things to stuff I thought would suit build and meta better like Tbolt on Starmie to hit waters. Chose Ferro as the rocker since rocks is mandatory gives me a switch in to fairies and have Thunder Wave for the geniuses that think switching in their Tflame and Zards freely is a good idea. Band Tar is a more reliable way of pursuit trapping the latis, something that annoys the mega of choice here since it normally has to play mind games in hitting them or the ground prone target. Speaking of which Mega Garchomp serves as the teams wall-breaker and a focal point. I chose jolly cause getting outpaced by base 80s is stupid and you have SD to compensate for the power. Skarmory with speed allows me to taunt things like M-Venusaur and below to stop them from using support moves like bulky SD Scizors trying to heal and set up or other Defoggers and spikers such as normal Skarmory. I sort of needed some counterplay to Weavile other than max speed Talonflame lol and a ground immunity to stuff like Excadrill and Lando-T so there's that to. My Mega chomp has 0 happiness because it is very angry ready to destroy walls.
The pros put some shit together and then give it some test runs. No need to overthink a teambuilding process when most of the teambuilding process comes from practicality anyways. It's nice to try and imagine everything you're going to handle but it's impossible and is a huge headache. Don't get me wrong you need to consider plenty of options in the teambuilder portion to succeed but sometimes you got to go with the flow and remedy mistakes onwards.
Ok so this is sort of catchup post asking anyone who hasn't had a team built or gotten their core taken yet to respond to this comment. Just quote your post in the reply. I don't make any promises and I would be lying to you if I said I'll take what's left but it'd be nice to know what's actually left instead of me trying to look through different posts.
And for the last time no the OP is not updated and hasn't been in a timely fashion stop nagging about that. We're working on remedying that a bit but jesus the self entitlement is baffling around here sometimes. chill.
mamoswine is ridiculous with its insane coverage forcing an ample amount of switches. combine this with the fact it checks raikou and mega manectric, teambuilding has proven itself to be less of a hassle compared to other cores / 'mons i have builded around. basically with the suggestion, i know latios is going to be sweet teammate for checking keldeo and removing spikes (team doesn't mind stealth rock much). with draco meteor in its arsenal, you can pull some tricky double switches against buliker teams so mamoswine can nuke more things. at this point i incorporated klefki to complement mamoswine's rocks, but it was rather unappealing because it slowed down momentum while allowing garchomp to common in for free which is easily the most annoying threat for this squad because it can just dragon tail everything. thundurus brings in offensive presence and can still control the pace of the game.
mega tyranitar was used initially as a win condition and checking the latis, but i then switched off to mega lopunny because it can defeat offense which mamoswine might not be able to consistently mess with. heatran was my replacement lati switch in and with magma storm + toxic, you can wear down a lot of lop and mamo's check such as rotom-w, garchomp, and slowbro. the 6th team member required a lot of thinking. basically, i need a check to opposing lopunny, but i also needed to supply a physical water resist. garchomp doesn't fit, neither does landorus-t
the based lord qwilfish is something no teambuilder should ever consider. with intimidate and maxing out physical defense you turn into a behemoth tanking hits from lopunny, azumarill, feraligatr, and even mega metagross. this opportunity either opens a way to be broken and scald or cripple something with thunder wave. rest seems like garbage recovery, but lopunny can click heal bell using the switches it forces out. also, shiny qwilfish looks very lethal so gg
very cool team. hope you enjoy it with your mom lol
So here's the team. I switched out Gallade's set for a better one because SD only works vs really fat teams and those are few and far between nowadays. Instead, I went for Wisp + 3 attacks, which is able to put in work vs bulky offense by burning Gallade's checks and still doing a lot of damage to other things. Bisharp was made to be Lum SD because Lum SD is its best set imo, as it sets up on a plethora of things and doesn't fear Scald burns anymore, so Slowbro can't magically check it anymore. Moving on, I added Specs Keldeo to break the fat grounds that give the two trouble such as Gliscor Hippowdon, Garchomp, and Landorus-T. Next, I added Lando T as a rocks setter. Given this team's offensive nature, I gave it SD and an offensive EV spread. I'm using Leftovers on this variant to better check certain things such as Excadrill, but Lum Berry or Earth Plate are good other options. Choice Scarf Jirachi was added because Team Pokepals tutored me in the way of having a Fairy resist so I listed to him because sometimes he makes good suggestions. It also gives me a good Lati switch in and also provides Healing Wish support, which can be invaluable at times. Finally, Nasty Plot Thunder Wave Thundurus was added to give the team more speed control and also wallbreak quite well. It also checks Talonflame quite nicely so that's a thing. Specifically it breaks bulky Grass and Water-types with boosted HP Ices and Thunderbolts, which can greatly benefit the team. HP Flying over HP Ice is also a good option as well, although it isn't exactly needed.
Weaknesses to this team include Wisp Zard X, which is an absolute bitch to face, as Lando-T hates being burned and nothing else has a chance to break it if burned. A well-played Mega Lopunny or Mega Manectric can also be problematic, but there is counterplay to both so they won't automatically 6-0 you. Enjoy.
I was gonna do it anyway but now I'll post the team in this thread when I make it I guess. I'll explain the core I intend to build around:
OR
Mamoswine is a load that has very few switch-ins bar a few steel types like Ferrothorn, Mega Scizor, and Skarmory. This makes Magneton (or Magnezone) a cool partner since it can trap these for Mamo to run rampant. A scarfed set adds some speed since Mamo isn't particularly fast and that's why I intend to try Magneton first. This core alone is kinda cool (got the idea from ThePack who told me he had the idea with GeeMick & ArchPhantom, forgive me if I forget the actual originator or something lol), but I wanted to add a third member. I felt like a fast special attacker with a spammable STAB would fit and that's why I think Torn/MPidge would fit. Adds speed, completes the Volt-Turn core to get Mamo free switches, and appreciates Mamo's ability to threaten/remove Rotom-Wash, Zapdos and in Pidgeot's case Heatran and Tyranitar as well.
Anyway if this core turns out to be bad I'll just build another team lol but this was a project I intended to do on my own anyway, so I'll give it a shot.
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Calm Mind
- Roost
Hi Liem! First off, I know you did want a more offensive team as you mentioned in your post, but a core like this wouldn't function properly on more offensively inclined builds, so I decided to go a more balanced route. I altered the spreads / sets on M-Venu as well as Weavile slightly to make the overall build more optimal, and it fit better. Moving on, the original core was pretty basic; Pursuit Weavile is capable of removing pests like Tornadus-T and Lati@s, which supports in M-Venusaur beating the opposing team. After analyzing the core, I made a generic formula which would support the core as best as possible, which was M-Venusaur / Weavile / Stallbreaker / Ground / Steel / Speed.
The chosen Stallbreaker ended up being Manaphy as it helped the overall goal of the team while checking some important threats, provides a bulky Water which is always appreciated on builds like this, as well as a way to break slower builds. Additionally, Pursuit Weavile + Manaphy also dealt with balance to an even greater degree as it removes one of the more common checks to Manaphy, Lati@s while also weakening down bulky Grasses and speedy Electrics. The bulky Ground in the next slot would be mandatory as it would provide the most compression possible in Rocks, checking threats such as DD Zard-X, offensive Electrics as M-Venu gets overwhelmed with relative ease along with Bisharp and Excadrill. Another choice could've been Landorus-T, but wasn't chosen as it would leave the team too vulnerable to Bisharp and Zard-X due to the lack of recovery, so after testing both options, Hippowdon was the optimal choice.
Steels are typically staples on balance builds as they check offensive Fairies as well as Dragon types which would otherwise pressure the team. Originally I tested SpD Jirachi in the next slot, and although it provided speed control and a general Fairy / Dragon resist, Scizor was utilised to provide the most compression possible in Defog, a slow pivot in U-Turn, priority, as well as better checking powerful wallbreakers being Latios, Gengar, Alakazam and Kyurem-Black. Lastly, the build was extremely Manaphy and Zard-Y weak; CM Latios would be the best choice to provide checks to said threats, an excellent wallbreaker and a way of pressuring fatter builds alongside Manaphy.
Colbur Berry Latios is an option to deal with Pursuit + Zard-Y slightly better, but the losing a ton of power in Life Orb is unappreciated and this build is a weak to M-Scizor if Manaphy and M-Venusaur get weakened severely. Although CM + T-Wave Clefable is a problem it can be played around and pressured, the build flat out loses to DD Mega-Gyarados as well as QD Volcarona as they both get set up opportunities on Weavile, -2 Latios, as well as Scizor. Something you can possibly consider and test is TG + RD + Rest Manaphy, but it would make you slightly more vulnerable to SD M-Sciz. Hope you like the build!
Hey Volteli this is a pretty solid and easy core to build around because each one of the core breaks each other counter/check althought the only playstyle that works with this core is Offense, not necessary have to be HO so, the way i build this team is based on a pivot + multi switch ins/offensive support mon. The first adition is Lando-T able to gaining momentum due to U-Turn and also is my rocks setter/ check of strong phisycal type attacker like Lopu/Metagross/Talon(not Wisp), it doesnt one shot any of those mon but can pivot nicely to have free switch ins in the threats you have in you side so this way you can pressure the opponent and also complete the U-Turn Pass core with Lopunny, next the team was extremely weak to Keldeo/Zard Y and hazard and there is only one mon that can be an offensive support which is Latias, i choose latias because has more bulk then his twin also have access to HW and give another chance our threats, and last i choose Gothitele as main option but this
also fits incredible well, gothi give you popularity and chance to cripple unaware mons/fat annoying walls but thundy give you priority t-wave for neutralize like Zard X or Mega-Alt and immediatly power as gengar does too. So that's the team hopefully it likes and gl man !
Hey Volteli this is a pretty solid and easy core to build around because each one of the core breaks each other counter/check althought the only playstyle that works with this core is Offense, not necessary have to be HO so, the way i build this team is based on a pivot + multi switch ins/offensive support mon. The first adition is Lando-T able to gaining momentum due to U-Turn and also is my rocks setter/ check of strong phisycal type attacker like Lopu/Metagross/Talon(not Wisp), it doesnt one shot any of those mon but can pivot nicely to have free switch ins in the threats you have in you side so this way you can pressure the opponent and also complete the U-Turn Pass core with Lopunny, next the team was extremely weak to Keldeo/Zard Y and hazard and there is only one mon that can be an offensive support which is Latias, i choose latias because has more bulk then his twin also have access to HW and give another chance our threats, and last i choose Gothitele as main option but this
also fits incredible well, gothi give you popularity and chance to cripple unaware mons/fat annoying walls but thundy give you priority t-wave for neutralize like Zard X or Mega-Alt and immediatly power as gengar does too. So that's the team hopefully it likes and gl man !
I know the core had Manaphy on it but whoever this was built for I'd consider Keldeo over Manaphy as well, seeing as how Mega Lopunny is the only thing holding back Weavile from boning the entire team. Keldeo works better on the Thundurus version though, seeing as how Keldeo > Manaphy also makes you a bit weaker to TFlame, granted it doesn't find too many opportunities to set up. The Thundurus variant also stops Lopunny from being the only decent counterplay to Gengar and Torn-T as well. If you do stick with Thundurus you might want to consider Nasty Plot or Mystic Water / Taunt Keldeo so you slow down pressure from Clefable. Without Goth Clef can kind of pressure this team seeing as how Latias doesn't have the potential to break Clefable while something like Latios does, requiring you to play more aggressively.
Electrics spam is super good rn. A lot of people only have a few electric checks that they'll slap on last minute and call it a day, especially offensive teams. NP Thundy and Mega Mane easily wear down the likes of Lati, Hippo, and SDef Tran for one another. Since the core does struggle somewht against stall though, and needed a more dedicated Lai switch-in, I chose Magma Storm Tran as the next partner, since it can trap problem mons like Chansey and wear down stuff like Gastro. BD Azu simply benefits from the other Pokemon being around. It appreciated Lati being weakened by all the other mons so far, while also stuff Like Keldeo and Rotom-W being put into +6 AJ range by Magma Storm. The electric types can weaken the likes of Mega Venu as well. Lati is a reliable keldeo check as well as a defogger, and finally, Breloom fits in pretty much the same as Azu does. Helps wear down Lati, forms a solid 1-2 punch kind of core with rest of the team for Mega Venu, and can soft check Lopunny, which is easily the biggest threat to this team. You can use T wave NP Thundy if setup sweepers are too much, which works for sure, I just like being able to lure and KO Ferro.
Hydreigon is a mon that looks so good on paper, but has trouble working in practice because you have to know exactly what to pair it with to give it consistent switch-ins. I went with a core of Superpower Hydreigon and Fire Blast Altaria. The first is a cool Tran lure, as well as having the ability to break stall (or at the very least chansey) if they aren't careful or if they fear Flash Cannon enough to not switch their Clef in. Keldeo makes for the PERFECT partner for this core. Defensive Starmie and Slowbro are two of the Pokemon that will give Hydreigon a near free switch in, and Sub CM Keld ensures that it will be. If Keldeo goes for sub, and either of those mons are the opponent's primary Keldeo switch in, they are forced to go for Psyshock or risk being set up on. No T wave from Bro, no Scald Burn scares from Starmie. Psyshock is the mandatory move in that situation, which gives Hydreigon a free switch. Klefki sets up Spikes (making it another Starmie lure) but it also lures in Hippo, which, again, is a free switch for Hydreigon. It also forces in Sableye against stall, which is an easy double to Altaria or Keldeo. Lando-T checks Excadrill and provides rocks, as well as a relatively slow U-Turn meaning Keldeo and Hydreigon can get more switches without having to take damage. Finally, Serp is the actual stall check, with Spikes support it can break through most common stall builds unless they have something like Defog Skarm as their hazard removal, which can be kind of difficult to deal with, but not impossible to play around (t wave does magical things). I went with HP Ground since it works as a Tran lure better than any mon ever for Alt, but with no HP Fire, the team has like, no Ferro switch-in sooo...up to you. If I had to say the major issues with the team, I would say that it probably places too much defensive pressure on Klefki, which has to beat Lati, Weavile, Zam, Torn-T, etc. Still, if you play smart against teams with more than one of those mons, you can definitely come on top.