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

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Mega Magic Bounce took a little longer than it should've but i like it :)

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latios.png
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Azelf @ Light Clay
Ability: Levitate
EVs: 176 HP / 80 Def / 252 Spe
Jolly Nature
- Light Screen
- Reflect
- Stealth Rock
- Explosion

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Flare Blitz
- Dragon Claw
- Roost
- Dragon Dance

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Thunderbolt
- Defog

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Sucker Punch
- Knock Off
- Iron Head
- Low Kick

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 56 HP / 220 Atk / 232 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
(explanation / process) I've been wanting to build around Dragon Spam for a while now, and Screens offense has been very tempting haha. The whole goal here is to really take advantage of those Screens, but in a non-overly dependent way. By that I mean this team really loves it when the Screens are successful, but if the Screens are removed, the team is still A-OK (for the most part). Anyways, first I changed Latios from CM to a more standard Defog set with your permission. When I tried building this team with CM Latios, it turned out kinda boring and not that great. Defog Latios is a nice and rather reliable Defogger for Zard-X and the team as a whole, and Thunderbolt hits lots of bulky Waters that this team doesn't care for. On Zard-X, I changed the EVs to outspeed Scarf Kyu-B after a Dragon Dance (thanks to a suggestion from DennisEG n_n). Zelf is just screens Zelf: Explosion is nice for momentum, and Screens/SR are self explanatory. I really don't like how Screens Zelf can't handle opposing leads/counter leads as well as non-Screens Zelf, but that's the cost for Screens (and it's definitely worth it on this team). Bisharp was a nice choice for slot 4 because Defiant can take advantage of pesky Defoggers, it can take down lots of fat Psychic types that Lati and Zard hate (Slows, Reuni, etc.), and it can hit shit like Clefable and fatter/slower Alts on a revenge kill (this is really just to apply pressure). Low Kick is mainly there for opposing Bisharps and Mega Gyarados. Double Dance Lando-T was chosen to help with lots of shit that offense doesn't like in general like opposing Char-Xs, Excadrill (Sand Rush), Mega Lop (non Ice Punch), Talonflame, etc. On top of this, Lando-T takes advantage of Screens to set up an RP/SD. Finally, Azumarill was added to alleviate stress from shit like Keldeo, Weavile, fat Grounds, etc., and because it works really nicely with Zard-X. BD was a pretty obvious choice because it LOVES screens, and it adds another potential win-con to the team. EVs are to outspeed min speed Mega Scizor + creep.

(weaknesses / other options) I'd say the main threats to this team are Thundurus-I, Mega Gyarados, and Bisharp. Thundurus-I is really only handled by shit that is already set up, and Char-X. Not only can it put a little dent into the team after Zard is gone, but it's also an annoying counter lead due to Prankster Taunt; this REALLY hurts Zelf. To alleviate this a bit, you can run Yache Berry on Lando-T to help against HP Ice. Mega Gyarados is a pain in the ass, but Azu + Low Kick Bisharp can definitely help with it. Opposing Bisharp's are really only handled by Char-X and your own Low Kick Bisharp. To help against Gary and Bish, you can run Jolly > Adamant on Bisharp, but this does come at a noticeable power decrease. Other than this stuff, the team doesn't really like shit like Skarm/Ferro/Scizor after Zard-X is dead, and you gotta rely on suffocating bulky Waters (and the aforementioned bulky Steels) with set up Pokemon. Another thing you can do is run Grass Knot > Thunderbolt on Latios to better handle Slows, Hippo, Quagsire, etc. Also, Burns are obviously annoying, so if you find this to be a big problem, you can run Lum on Bish/Lando (I advise against it on Bish for the most part, however). Finally, if you find Talonflame/Mega Lopunny to be too annoying, you can run Leftovers > Earth Plate on Lando-T. tl;dr: don't let Zard die haha

Hopefully you enjoy this team dude! I see you around OU room a lot, so if you need any help feel free to ask :]

Thanks to AM and KlefkiHolder for looking over this team & helping me patch it up a bit n_n
 
Mega Magic Bounce took a little longer than it should've but i like it :)

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latios.png
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azumarill.png

Azelf @ Light Clay
Ability: Levitate
EVs: 176 HP / 80 Def / 252 Spe
Jolly Nature
- Light Screen
- Reflect
- Stealth Rock
- Explosion

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Flare Blitz
- Dragon Claw
- Roost
- Dragon Dance

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Thunderbolt
- Defog

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Sucker Punch
- Knock Off
- Iron Head
- Low Kick

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 56 HP / 220 Atk / 232 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Rock Polish
- Swords Dance

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
(explanation / process) I've been wanting to build around Dragon Spam for a while now, and Screens offense has been very tempting haha. The whole goal here is to really take advantage of those Screens, but in a non-overly dependent way. By that I mean this team really loves it when the Screens are successful, but if the Screens are removed, the team is still A-OK (for the most part). Anyways, first I changed Latios from CM to a more standard Defog set with your permission. When I tried building this team with CM Latios, it turned out kinda boring and not that great. Defog Latios is a nice and rather reliable Defogger for Zard-X and the team as a whole, and Thunderbolt hits lots of bulky Waters that this team doesn't care for. On Zard-X, I changed the EVs to outspeed Scarf Kyu-B after a Dragon Dance (thanks to a suggestion from DennisEG n_n). Zelf is just screens Zelf: Explosion is nice for momentum, and Screens/SR are self explanatory. I really don't like how Screens Zelf can't handle opposing leads/counter leads as well as non-Screens Zelf, but that's the cost for Screens (and it's definitely worth it on this team). Bisharp was a nice choice for slot 4 because Defiant can take advantage of pesky Defoggers, it can take down lots of fat Psychic types that Lati and Zard hate (Slows, Reuni, etc.), and it can hit shit like Clefable and fatter/slower Alts on a revenge kill (this is really just to apply pressure). Low Kick is mainly there for opposing Bisharps and Mega Gyarados. Double Dance Lando-T was chosen to help with lots of shit that offense doesn't like in general like opposing Char-Xs, Excadrill (Sand Rush), Mega Lop (non Ice Punch), Talonflame, etc. On top of this, Lando-T takes advantage of Screens to set up an RP/SD. Finally, Azumarill was added to alleviate stress from shit like Keldeo, Weavile, fat Grounds, etc., and because it works really nicely with Zard-X. BD was a pretty obvious choice because it LOVES screens, and it adds another potential win-con to the team. EVs are to outspeed min speed Mega Scizor + creep.

(weaknesses / other options) I'd say the main threats to this team are Thundurus-I, Mega Gyarados, and Bisharp. Thundurus-I is really only handled by shit that is already set up, and Char-X. Not only can it put a little dent into the team after Zard is gone, but it's also an annoying counter lead due to Prankster Taunt; this REALLY hurts Zelf. To alleviate this a bit, you can run Yache Berry on Lando-T to help against HP Ice. Mega Gyarados is a pain in the ass, but Azu + Low Kick Bisharp can definitely help with it. Opposing Bisharp's are really only handled by Char-X and your own Low Kick Bisharp. To help against Gary and Bish, you can run Jolly > Adamant on Bisharp, but this does come at a noticeable power decrease. Other than this stuff, the team doesn't really like shit like Skarm/Ferro/Scizor after Zard-X is dead, and you gotta rely on suffocating bulky Waters (and the aforementioned bulky Steels) with set up Pokemon. Another thing you can do is run Grass Knot > Thunderbolt on Latios to better handle Slows, Hippo, Quagsire, etc. Also, Burns are obviously annoying, so if you find this to be a big problem, you can run Lum on Bish/Lando (I advise against it on Bish for the most part, however). Finally, if you find Talonflame/Mega Lopunny to be too annoying, you can run Leftovers > Earth Plate on Lando-T. tl;dr: don't let Zard die haha

Hopefully you enjoy this team dude! I see you around OU room a lot, so if you need any help feel free to ask :]

Thanks to AM and KlefkiHolder for looking over this team & helping me patch it up a bit n_n
Thanks man, it looks awesome. I really appreciate it!
 
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Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- Knock Off

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

Pretty standard defensive core, heatran works pretty well with scizor in my opinion, he can set up stealth rocks and it's a good answer to talonflame and steel types that would otherwise cause problems to scizor, not to mention the fact that he can also absorb incoming will o wisps.Scizor can take care of stuff like gardevoir that heatran can't handle because of its set.
I would like to have a balanced team around this core.Also if you think that heatran won't really fit the team very well I don't mind it being changed.
EDIT:Change the sets as you please if you think it's necessary

was contacted that it had been 5 days since it's been claimed. so I'll take it, should be up pretty soon
 
I'd like to request a core around Mega Sharpedo and Dragalge. Dragalge weakens Sharpedo's checks in Scizor, Keldeo, Ferrothorn, Thundurus, etc as well as providing tspikes support for an eventual Sharpedo sweep. Thanks!

Sets:

Sharpedo @ Sharpedonite
Ability: Speed Boost
EVs: 236 Atk / 92 SpA / 180 Spe
Naughty Nature
- Crunch
- Hydro Pump
- Protect
- Whatever

Dragalge @ Draco Plate
Ability: Adaptability
EVs: 224 HP / 252 SpA / 32 Spe
Modest Nature
- Draco Meteor
- Hidden Power [Fire]
- Sludge Wave
- Toxic Spikes

Please change the sets if necessary, and thanks again!
Probably taking this one. hp fire dragalge is doodoo though.
 
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Hi :) I'd like a fat balance team around the mega sableye+jirachi core, but pls not full stall. I originally saw this core posted by Dr Ciel in the good cores section (I just made my account so idk how to tag him sorry). im just going to copy and paste what he said cuz I think he said spot on how this core works.
Mega Sableye is one of the best mega evolution's in OU, being able to check a huge chunk of the meta with amazing defensive typing, and excellent support options. However, it is extremely weak to Fairy types which can 2HKO it, no matter how many CM boosts it has accumulated. This is where Jirachi comes in. Jirachi can easily check the powerful Fairy types that threaten Mega Sableye, including Sylveon, Mega Altaria, Mega Gardevoir, and Clefable, the biggest one. Jirachi also provides the much needed Wish support that defensive teams love, and can cripple a ton of Pokemon with Toxic In return, Mega Sableye can switch in and threaten on Skarmory and Ferrothorn, preventing them from getting up hazards thanks to Magic Bounce. Mega Sableye can also switch in on and burn the bulky Ground types that threaten Jirachi, including Landorus-T, Garchomp, and especially Excadrill. Despite this core being able to check a huge chunk of the OU meta, there are still quite a few threats. The main threats to this core are Charizard-Y and Manaphy, the former can 2HKO both members, and the latter can use both as set up fodder. Keldeo can also use both as set up fodder or simply 2HKO them with a Specs / LO boosted Hydro Pump. Latios is also a pretty solid partner, as it checks Keldeo, and Charizard-Y, while also breaking through Mega Venusaur with Psyshock. Ty for reading and have a great day :)
Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Shadow Ball
- Recover
- Will-O-Wisp

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Toxic
- Wish
- Protect

[6:16:28 PM] Tony: http://www.smogon.com/forums/thread...2-closed-read-op.3542464/page-10#post-6334353
[6:16:35 PM] Tony: would someone be able to take this
[6:16:53 PM] Tony: (s)he pm'd me saying its been almost a week
[6:17:01 PM] Tony: since they had posted
[6:17:02 PM] AM: post on thread
[6:17:04 PM] AM: saying I'll take it


Me and ur mom, AM is taking this one.
 
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Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Scald
- Calm Mind
- Rest
- Sleep Talk

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Bullet Punch
- Knock Off
- Roost
- Swords Dance

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 216 SpD / 44 Spe
Calm Nature
- Lava Plume
- Stealth Rock
- Taunt
- Toxic

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Dragon Pulse
- Thunderbolt
- Roost
- Defog

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Sassy Nature
IVs: 29 Spe
- Moonblast
- Soft-Boiled
- Calm Mind
- Flamethrower

ir0n. This is a core I've used a decent amount in the past dating back to XY, so I'm fairly comfortable with this one. Since both of the Pokemon are fairly bulky going bulky offense/balance is the best option. From there I know that Keldeo kind of dumps on both Scizor and Heatran, so I added Latias as one of the two Keldeo checks. The set is pretty straight forward, the only difference is that I have Thunderbolt over Psyshock for the coverage on Azumarill, Skarmory, and hitting both Bisharp for neutral. I went with Dragon Pulse because it gives less room for setup sweepers that would normally set up on Latias at -2 SpA. Next I added Suicune as a second Keldeo check and a decent Azumarill switch in as well. Suicune allows you to break stall teams with a couple Calm minds, and honestly you'll just beat a lot of the teams out there since most of them are so weak to it. You can use Roar over Sleep Talk to phase opposing sweepers like Clefable, but with Scizor + Heatran you shouldn't really need to use that. So from there the only things I was fearing was +1 Dragon Dance users like Zard X, Dragonite, and Mega Gyarados, Scarf Landorus gave me a bulky ground type and an answer the previously mentioned threats. Lastly I added Clefable, because no bulky offense team is really complete without it, right? Clefable completes the Fairy-Dragon-Steel combo and acts as second stall breaker/sweeper.

Hope that works you!
 
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Suicune @ Leftovers
Ability: Pressure
EVs: 240 HP / 252 Def / 16 Spe
Bold Nature
- Scald
- Calm Mind
- Rest
- Sleep Talk

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 44 Atk / 16 Def / 200 SpD
Impish Nature
- Bullet Punch
- Knock Off
- Roost
- Swords Dance

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 216 SpD / 44 Spe
Calm Nature
- Lava Plume
- Stealth Rock
- Taunt
- Toxic

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Dragon Pulse
- Thunderbolt
- Roost
- Defog

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Sassy Nature
IVs: 29 Spe
- Moonblast
- Soft-Boiled
- Calm Mind
- Flamethrower

ir0n. This is a core I've used a decent amount in the past dating back to XY, so I'm fairly comfortable with this one. Since both of the Pokemon are fairly bulky going bulky offense/balance is the best option. From there I know that Keldeo kind of dumps on both Scizor and Heatran, so I added Latias as one of the two Keldeo checks. The set is pretty straight forward, the only difference is that I have Thunderbolt over Psyshock for the coverage on Azumarill, Skarmory, and hitting both Bisharp for neutral. I went with Dragon Pulse because it gives less room for setup sweepers that would normally set up on Latias at -2 SpA. Next I added Suicune as a second Keldeo check and a decent Azumarill switch in as well. Suicune allows you to break stall teams with a couple Calm minds, and honestly you'll just beat a lot of the teams out there since most of them are so weak to it. You can use Roar over Sleep Talk to phase opposing sweepers like Clefable, but with Scizor + Heatran you shouldn't really need to use that. So from there the only things I was fearing was +1 Dragon Dance users like Zard X, Dragonite, and Mega Gyarados, Scarf Landorus gave me a bulky ground type and an answer the previously mentioned threats. Lastly I added Clefable, because no bulky offense team is really complete without it, right? Clefable completes the Fairy-Dragon-Steel combo and acts as second stall breaker/sweeper.

Hope that works you!
Thanks a lot, I'll definitely try it out
 
Me and ur mom

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Sableye @ Sablenite
Ability: Prankster
EVs: 252 HP / 152 Def / 104 SpD
Impish Nature
- Knock Off
- Recover
- Will-O-Wisp
- Toxic

Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 100 Def / 144 SpD / 16 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Acid Spray
- Toxic Spikes
- Rapid Spin

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 148 SpD / 108 Spe
Careful Nature
- Iron Head
- U-turn
- Wish
- Protect

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 160 Def / 76 SpD / 24 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Fire Blast
- Stealth Rock

Togekiss @ Yache Berry
Ability: Serene Grace
EVs: 248 HP / 84 Def / 176 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Aura Sphere
- Roost
- Nasty Plot

Raikou @ Zap Plate
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Shadow Ball
- Volt Switch
So I'll be blunt, Calm Mind Sableye I think is a very terrible set for a ton of reasons that you basically explained in your original post. It's set up bait to every fairy and provides easy switch ins to stuff such as the Zards and TFlame. Will-O-Wisp + Toxic M-Sableye punishes more stuff in the tier as conventional answers such as TFlame become shaky at best. Jirachi really needs U-Turn as opposed to Toxic. You're asking for it to be completely trapped against the likes of Gothitelle and Magnezone as such creating defensive holes against threats such as Latios and Mega Gardevoir if it's removed. Tentacruel provides spin support along with Toxic Spikes. Normally you want to focus on getting on TSpike against offense and two against fatter builds. Tankchomp is tankchomp not a whole lot to say other than it has Fire Blast to alleviate the Mega Scizor weakness. Yache Togekiss is to remove stuff like Weavile out of the picture barring Icicle Crash flinches with enough speed to outpace Bisharp and Breloom. Raikou with Zap Plate to help the fatter build fend off against the likes of waters such as Slowbro, Suicune, and most importantly Manaphy.

This is honestly as fat as you ever should make balance. You need some sort of offensive presence in this meta, without a total dependency on defensive cores. Have some sort of way to counteract the usual wall-breakers in the tier and maintain offensive pressure through double switches. Don't reward things like Entei and Hoopa-U free switch ins and play accordingly to maintain that momentum.

Edit: Oh and team is Mega Tar weak so play carefully around that and not wear Chomp down too much.

Anduril

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

Dragalge @ Black Sludge
Ability: Adaptability
EVs: 112 HP / 252 SpA / 144 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Sludge Wave
- Hidden Power [Fire]
- Toxic Spikes

Landorus-Therian @ Normal Gem
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stealth Rock
- U-turn
- Explosion

Alakazam @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Shadow Ball
- Focus Blast
- Dazzling Gleam

Heatran @ Choice Scarf
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Flash Cannon
- Earth Power
- Ancient Power

Conkeldurr @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 4 Def / 228 Spe
Adamant Nature
IVs: 29 HP
- Drain Punch
- Ice Punch
- Poison Jab
- Mach Punch
I had a balance team with sharpedo but after an unsatisfying loss to Mega Scizor and Vertex being a great friend saying "this team is dog shit" we decided to make this team together. After some testing this is more or less the foundation. Poison Jab M-Sharpedo is to net hits on Azumarill and Mega Altaria which can be annoying for team. Dragalge is the set you provide and while I think HP Fire is kind of bad it worked out for this team after Vertex suggested it. Normal Gem Explosion Lando-T provides the team a rocker, something to slow down Excadrill, momentum with U-Turn, a needed ground immunity, and when down for the count Explosion to grab momentum. I originally had Signal Beam Alakazam for its last move but Vertex play tested the team and found a big weakness to Mandibuzz and M-Sableye builds as such found it appropriate to use Dazzling Gleam for this team. Scarf Heatran acts as the Mega Scizor and steel check, along with its ability to force Keldeo to come in constantly to take the brunt of hits, thus wearing it down for Mega Sharpedo late game. Life Orb Conkeldurr is another lure to bring in stuff like Clefable and Azumarill to come in and get hit with Poison Jab. Also acts as a way to revenge kill Excadrill and weakened cores, threatening defensive cores along the way.

There's a lot of possibilities with this build that you're free to change. I'd say that the team is sort of hard to use since it necessitates you don't put yourself in a bad position to get swept from the likes of Charizard-X and Mega-Altaria. So focus on keeping pressure and rocks and you should be fine.

Special thanks to Vertex for building second team with me.
 
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Ok, I spoke to Analytic and he said that I could change my core because I had an awesome idea.

So this is a core I recently thought of and I think it would be incredibly interesting to use:

Swords Dance Bisharp + Belly Drum Salac Berry Chesnaught
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Chesnaught @ Salac Berry
Ability: Bulletproof
Shiny: Yes
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Substitute
- Belly Drum
- Drain Punch
- Seed Bomb

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Sucker Punch
- Knock Off
- Iron Head

So the evs for Chesnaught are to activate the Salac Berry (+1 Speed) after a sub and a Belly Drum while on Bisharp they are the standard set. Bisharp can deal with the psychic and fairy types that can give BDS Chesnaught problems (Lati@s, Alakazam, Unaware Clefable, Gardevoir etc...) While Chesnaught can deal with Keldeo, Terrakion Scarf Tyranitar and all of the things that give Bisharp serious trouble. The reason I like this core so much is that Bisharp and Chesnaught have very different checks and can easily 6-0 sweep if given an opportunity to set up, and luckily, through the nature of this core, the things that are likely to kill Bisharp can't really harm Chesnaught (with the exception of fire) and provide an easy set up opportunity. I would really, really love a Balance Team built around this core as I feel like these two will not have the necessary support in a Hyper Offense setting. The immediate problem I can see for this core is lack of a Talonflame check/counter as it can easily beat chesnaught and if I make a poor prediction can take care of bisharp. Thanks so much in advance!
 
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Charizard @ Charizardite X
Ability: Blaze
Shiny: Yes
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Flare Blitz
- Roost

Azumarill (M) @ Lum Berry / Muscle Band / Splash Plate / Sitrus Berry
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower

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

Excadrill (M) @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Rock Slide
- Rapid Spin

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Pursuit

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Tailwind
-Voltage- Mega Char X and Weavile are great but Klefki was a momentum killer. Klefki's not a great lead because its typing and lack of Taunt also gave opportunities for opponents to lay down their own entry hazards or remove its entry hazards. As a bulky pivot the only thing it does well is spam Thunder-Wave. I replaced Klefki with Thundurus, a potent offensive threat that can also act as an emergency check for set up sweepers. Water-types were also a problem for Charizard and Weavile, Thundurus can take care of most water types, bar CB Azumarill or Crawdaunt. BD Azumarill is amazing when paired with Charizard X because it's able to capitalize on Charizard's wall breaking ability, and clean up weakened teams late game. You also have the option of running Lum Berry / Muscle Band / Splash Plate. Lum Berry helps Azumarill check Keldeo, while the other options boost attack strength. Here I needed a reliable hazard removal option because the team is weak to Stealth Rock, so I chose Air Balloon Excadrill. With a Balloon it's capable of using Rapid Spin on almost anything. I needed something that could revenge kill. Talonflame was chosen because it's flying type attacks have priority + flying type attacks have the least amount of resistances, equipped with a CB it can KO most things after a bit of residual damage. Since the team is pretty weak to SR the best thing to do is save Excadrill until you've removed the opponents hazard setter, then bring Excadrill out to spin. It's a straightforward team I had fun building + testing.
 
Alfalfa
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Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 148 Def / 112 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Slack Off

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Earthquake
- Iron Head
- Rock Slide

Volcarona @ Sitrus Berry
Ability: Flame Body
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Quiver Dance
- Fire Blast
- Bug Buzz
- Will-O-Wisp

Celebi @ Leftovers
Ability: Natural Cure
EVs: 72 HP / 252 SpA / 4 SpD / 180 Spe
Modest Nature
IVs: 0 Atk
- Nasty Plot
- Psychic
- Earth Power
- Baton Pass

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Psyshock
- Recover

Altaria @ Altarianite
Ability: Natural Cure
EVs: 52 HP / 252 Atk / 204 Spe
Naive Nature
- Dragon Dance
- Return
- Earthquake
- Fire Blast
I really liked the core, it broke down a lot of Balance teams that I faced while testing the team. I added Hippowdon+Excadrill because Talonflame, Bisharp. M-Metagross, M-Lopunny and a bunch other stuff threatened the core. Excadrill also functioned well vs HO teams and Volcarona handled stuff like Skarmory that gave it trouble which shows it had good synergy. SD Excadrill broke down so many teams which led me to adding Bulky Starmie to spin away hazards as well as being my secondary Keldeo check. Finally, Altaria made sense to be added as the last pokemon because TheEnder suggested that adding a Dragon-type would be a good idea and DD Fireblast Altaria rips past a lot of teams with surprise, catching the Ferrothorn / Skarmory on the switch and 2HKOing them in the process. Threats include SD Bisharp, DD ZardX, M-Gyarados and Specs Keldeo. Sorry for the wait dude, had this ready a couple of days back.

Closed.

I really have not used the team over-excessively, but every time I do use it, I feel a lot of dissatisfaction. For a balanced team, the team is very over-reliant on Hippowdon for any form of defensive backbone. I asked Analytic about some defensive changes, and while they would theoretically work, they replace members of the core, which ruins the point of the team to begin with. This team also loses to almost every balance-breaking wallbreaker, as the team lacks enough fast attackers to put enough pressure on them to keep them in check (the team literally only has Excadrill to beat Mega Gardevoir... and replacing Volcarona with SpD Talonflame ruins the entire point of the team). I asked for an offensive team because offense would usually have enough tools to take advantage of such a potentially lethal core, and while I was not completely turned off to the core being utilized in a balanced team, the team lacks the ability to utilize its offensive traits consistently because of its insufficient defensive foundation for a team that is supposed to have sufficient defense. While a high-ladder player would theoretically be a skilled enough player to circumvent these shortcomings, the team would still be quite risky to run anyways, even before Hoopa-U came to exist.

EDIT: To clarify, I took the core concepts of the team support you provided and translated them into an offensive team and it works more efficiently.
 
Last edited:
re
Gdi, I totally forgot to post the HO version lol. I'm on my phone now, will post later. The reason I built Balance is because I felt like you'd be more comfortable playing with it.

Edit for HO:
AV Raikou>Excadrill
Bulky SR Pivot Landorus>Hippowdon
plz remember to update when u can
 
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Charizard @ Charizardite X
Ability: Blaze
Shiny: Yes
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Outrage
- Flare Blitz
- Roost

Azumarill (M) @ Lum Berry / Muscle Band / Splash Plate / Sitrus Berry
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Superpower

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

Excadrill (M) @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Rock Slide
- Rapid Spin

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Ice Shard
- Icicle Crash
- Knock Off
- Pursuit

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Tailwind
-Voltage- Mega Char X and Weavile are great but Klefki was a momentum killer. Klefki's not a great lead because its typing and lack of Taunt also gave opportunities for opponents to lay down their own entry hazards or remove its entry hazards. As a bulky pivot the only thing it does well is spam Thunder-Wave. I replaced Klefki with Thundurus, a potent offensive threat that can also act as an emergency check for set up sweepers. Water-types were also a problem for Charizard and Weavile, Thundurus can take care of most water types, bar CB Azumarill or Crawdaunt. BD Azumarill is amazing when paired with Charizard X because it's able to capitalize on Charizard's wall breaking ability, and clean up weakened teams late game. You also have the option of running Lum Berry / Muscle Band / Splash Plate. Lum Berry helps Azumarill check Keldeo, while the other options boost attack strength. Here I needed a reliable hazard removal option because the team is weak to Stealth Rock, so I chose Air Balloon Excadrill. With a Balloon it's capable of using Rapid Spin on almost anything. I needed something that could revenge kill. Talonflame was chosen because it's flying type attacks have priority + flying type attacks have the least amount of resistances, equipped with a CB it can KO most things after a bit of residual damage. Since the team is pretty weak to SR the best thing to do is save Excadrill until you've removed the opponents hazard setter, then bring Excadrill out to spin. It's a straightforward team I had fun building + testing.

that awkward moment when you get a notfication, only to realize it was meant for Volty
 
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Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Close Combat
- Flare Blitz
- Gunk Shot
- Grass Knot

Weavile @ Life Orb
Ability: Pickpocket
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Pursuit

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

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 164 Def / 8 SpD / 88 Spe
Impish Nature
- Stone Edge
- Stealth Rock
- Earthquake
- U-turn

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Reflect Type
- Scald
- Recover
- Rapid Spin

Manectric @ Manectite
Ability: Lightning Rod
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Thunderbolt
- Hidden Power [Ice]
- Flamethrower
Hey boltsandbombers really sorry for the delay of the build in the first place but here it is. I like Mix Ape i think is pretty ass underrated threat at least in ORAS so taking adventage of pusuit weavile to get rid of Lati@s which can easily switch / revenge kill ape the mix set works better than scarf with weavile, as neither of two mons is a solid switch in too Lati@s and bulky psichics i decided to add Clefable which also check opposing weavile due to offensive ape isnt at all a switch in the filler move i choose was t-wave to help in the late game sweeper or just slow down fast threat such as Mega Kazam. The best pivot for this is without a doubt Lando-t and his capabily of set up rocks and gaining momentum with u-turn also with intimidate allow you to check a lot of physical type attackers, at the moment i watch the team and i was very vulnerable to Keldeo and Bisharp so my check option is Bulky reflect type starmie, provide hazard control to the team and a solid check to Keldeo if it isnt Sub CM version, but the team needed a answer to bish so psyshock wasnt an option, the way i check bisharp is predicting iron head or have a free switch in into starmie than reflect type and click the best move in the game called Scald, but if that isnt enough i give enough speed to Lando-T to outspeed adamant Bish and live a +2 sucker Punch due to his bulk and last having a hazard control, having already a u-turn user, having Lure Grass Knot on Ape ( Does like 70% to Hippo) and not having a mega yet, i though the best mega which fit in the team it is mega man, can check CM keldeo, complete the volt-turn core to pressure stall and Fairies which it is a weakness on the team as you can see you dont have switch in to fairies but fairies only have a free switch in against Starmie so you gotta pressure them and a fast mon to revenge thing. I tested a bit and only have trouble agaisnt gardevoir-mega but Hope you like the team Enjoy !
 
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Roscoe's Wetsuit

TTar is neat, not a lot of people are prepared for it, and running Fire Punch and Ice Punch is a cool way to lure in Scizor Ferrothorn and Landorus-T, as well as weakening SDef Hippo severely. Suicune makes for an ok partner to it because it checks Lopunny decently well, which TTar needs taken out before it can sweep. I went with CM Roar over the three attacks set because this set can actually beat Clef as long as it isn't the last mon. Serp was a cool option because Suicune makes for a good partner to it since it switches in for free against Heatran. With Talonflame also checked by these guys, i thought Serp just made sense. I also wanted something that could deal with Rotom-W, which Serp does. Jirachi was there to be an actual check to Fairy types like Clef and Altaria which dismantle the core if I don't play well/get lucky with Scald burns. It also gives rocks support. Azumarill is a nice partner for Ttar, it thrives against the bulky grounds that like to come in on Ttar and Ttar luring and KOing Ferrothorn and Scizor is a godsend for banded Azu. Belly Drum can also work here as a great cleaner. Lastly, Raikou also appreciates Ferro being lured, as well as Suicune checking Heatran. Furthermore, Ttar can wear down Hippo for Raikou to sweep late-game. I went with Volt Switch over sub to 1. bluff not having CM, and 2. provide a voltturn core with Jirachi. Weakensses to the team would be well played Zard X, since Azu is really the only thing on the team that can beat it (full health Ttar can check it too, but not very well).

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

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Scald
- Calm Mind
- Roar
- Rest

Serperior @ Leftovers
Ability: Contrary
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- U-turn
- Iron Head
- Wish
- Stealth Rock

Azumarill @ Choice Band
Ability: Huge Power
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Knock Off

Raikou @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Calm Mind
- Volt Switch

Gorechomp
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I have to say, Dragonite is really not very good. The only really good set is Band, I think, but I wet with DD like you said. I made two teams, one with Fire Punh Dnite and one with Earthquake Dnite and I like the EQ one a lot more. Scizor pairs nicely with dnite because it can switch into fairy types without much fear, and sets up on bulky grounds. Dnite also can lure tran since most are not eq. I went with Manaphy because I wanted a way to lure Ferrothorn. Manaphy also has Energy Ball to hit the bulky waters that would trouble the core. I needed hazards gone and didn't want to use Starmie, so Latios was the next best thing! Lati also appreciates Ferro being lured by Manaphy, and Ttar is easy setup bait for Scizor and Manaphy depending on the set. Raikou checks Torn and Thundurus, since those were a bit of an issue. Finally, Hippo checks Zard X and stuff like Sub CM Kou, as well as Excadrill and Bisharp in a pinch. And yes, I know Sand Stream breaks multiscale, but since I'm not Roost, the only way Sand would even affect multiscale is if I had switched in on an EQ or something I'm immune to on a turn where sand was up. Not really worth it imo. I would rather have sand support.

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Earthquake
- Extreme Speed
- Dragon Dance

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 176 Def / 40 SpD
Adamant Nature
- Bullet Punch
- Knock Off
- Swords Dance
- Roost

Manaphy @ Leftovers
Ability: Hydration
EVs: 44 HP / 252 SpA / 212 Spe
Modest Nature
- Scald
- Hidden Power [Fire]
- Energy Ball
- Tail Glow

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

Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Shadow Ball
- Volt Switch

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 112 Def / 144 SpD
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Slack Off
 
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I have to say, Dragonite is really not very good. The only really good set is Band, I think, but I wet with DD like you said. I made two teams, one with Fire Punh Dnite and one with Earthquake Dnite and I like the EQ one a lot more. Scizor pairs nicely with dnite because it can switch into fairy types without much fear, and sets up on bulky grounds. Dnite also can lure tran since most are not eq. I went with Manaphy because I wanted a way to lure Ferrothorn. Manaphy also has Energy Ball to hit the bulky waters that would trouble the core. I needed hazards gone and didn't want to use Starmie, so Latios was the next best thing! Lati also appreciates Ferro being lured by Manaphy, and Ttar is easy setup bait for Scizor and Manaphy depending on the set. Raikou checks Torn and Thundurus, since those were a bit of an issue. Finally, Hippo checks Zard X and stuff like Sub CM Kou, as well as Excadrill and Bisharp in a pinch. And yes, I know Sand Stream breaks multiscale, but since I'm not Roost, the only way Sand would even affect multiscale is if I had switched in on an EQ or something I'm immune to on a turn where sand was up. Not really worth it imo. I would rather have sand support.

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Outrage
- Earthquake
- Extreme Speed
- Dragon Dance

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 176 Def / 40 SpD
Adamant Nature
- Bullet Punch
- Knock Off
- Swords Dance
- Roost

Manaphy @ Leftovers
Ability: Hydration
EVs: 44 HP / 252 SpA / 212 Spe
Modest Nature
- Scald
- Hidden Power [Fire]
- Energy Ball
- Tail Glow

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

Raikou @ Assault Vest
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Hidden Power [Ice]
- Shadow Ball
- Volt Switch

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 112 Def / 144 SpD
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- Slack Off
[/quote]
Thanks bro :)
 
Updates on these two cores:
  • Silverbackkap: Mega Lopunny + Scolipede - this core has been re-taken by Subject 18. i built 12 different variations of this team, but it sadly just didn't work out for me. even after trying to look at the core from different angles, i just wasn't feeling it. sorry :x
  • ShadowGuy1: Kyurem-Black + Mega Diancie - i'll try to get this done ASAP. sorry in advance for the wait :(
 
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