Other OU Teambuilding Competition Round 5 [Entries OPEN See Post #294]

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(Azumarill why u so big)
Gardevoir @ Gardevoirite
Ability: Synchronize
EVs: 248 HP / 252 Spd / 8 Def
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Calm Mind

Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance

Deoxys-Defense @ Red Card
Ability: Pressure
EVs: 228 HP / 16 Def / 16 SDef / 248 Spe
Timid Nature
- Stealth Rock
- Taunt
- Spikes
- Recover

Thundurus @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Thunder Wave
- Hidden Power [Ice]
- Thunderbolt
- Focus Blast

Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Superpower

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
- Icicle Crash
- Earthquake
- Ice Shard
- Superpower

With mega-Gardevoir and bisharp's amazing wall-breaking power, I decided a Hyper Offense team would fit in perfectly with these two, so I chose for that.

Bisharp: Bisharp is just completely anti-meta right now, it just checks so many threads. Also, not much wants to safely switch into Bisharp's knock off without taking a lot of damage, and even if it does, it loses it's item. SD Bisharp because it's his best set in my opinion.

Gardevoir: First I used 4 attacks mega Gardevoir, but she just didn't do any work at all. So I tried bulky CM Gardevoir who put in a lot of work, so I'm sticking with that. She can set up pretty easily against a special attacker because of her amazing special defense. She does have terrible defense, though, and only decent speed. Hyper Voice is her main stab move, with amazing 117 bp, Psyshock is her other stab move, and for hitting special walls hard. Focus Blast is there for coverage.

Deoxys-D: Deoxys-D is pretty self-explanatory. It's just my lead for setting up as much hazards as possible. Deoxys-D over S because it can usually set up more hazards, thanks to it's bulk.

Thundurus: I noticed my team was pretty slow, so Thundurus was the answer. Not only is it really fast itself, it also has prankster T-wave, making the opponent's Pokémon slower so the rest of my team can outspeed them. Thunderbolt as the main stab move, and the rest for coverage.

Azumarill: Choice band Azumarill is my main wallbreaker. Doesn't really need explanation.

Mamoswine: Ahh...Good Ol' Mamoswine. Even though I don't really see it often anymore lately, I still think it's an amazing Pokémon offensively. It literally has the best offensive stab combination in the game, and a very good 130 attack stat. Adamant over Jolly for more power.
 
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Well as asked, here my comments ^^ : After a quick look, i don't see any particular weakness against some threats that is pretty good. The usage of shoutland is a bit surprising, as u can have excadrill which can use sword dance or rapidspin and is a bit bulkier i guess. Also use a sand strategy could be risky because Gardevoir and latios can't get their life back. This is leading me to that point: Latios LO without roost won't stay for a long time i guess, I think it could be better by using shadow ball and hidden power on Gardevoir as it has the same coverage problem, and then allows latios to get a recovery move. Healing wish is nice, as the lack of physical bulk and no good recovery option may do the game short for gardevoir, that allows it to heal a teamate before dying and surprise an opponent.
For ending my answer, i think you should be carefull with Mega-Pinsir which can put under pressure all your pokemon, force the switch, get a SD and hit hardly. Maybe using rock slide on hippowdonw could help you ... (even if this means sacrifying stealth rock)

I might switch around some moves, after playing with it a bit. Off the top of my head, I think I might change life orb on latios to expert belt just to see if its still worth running 3 attacks. And oh yeah, stealth rocks need to stay on hippodown, for residual damage, and to lure in defoggers. You're right though, mega pinsir is a threat I need to work on handling.

I was very proud of my team until I realized just how many other people were using Rotom-W plus Landorus-T as a bulky volt-turn core. I think I'd better go back to the drawing board again and try for some more originality this time XD


Why are you using Stoutland when you could get so much more power out of a Sand Rush Excadrill?

I believe my reasoning was that I needed something that could take out m-tyranitar (an underrated threat) even after a dragon dance, and superpower on stout does that. Also, Stoutland lives an adamant unboosted sacred sword as opposed to excadrill, and OHKO's with crunch. I also did not want a compounding ground weakness.

Stealth rocks don't really bother my team. Hippo and Bisharp resist and latios levitates. But yeah.

Thanks you guys, I appreciate the feedback!
 
Just to notice: i switched the manaphy in my team by a calm mind keldeo. After several test, keldeo allows me to manage landorus and chansey better, it has more synergy with bisharp.
 
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(Azumarill why u so big)
Gardevoir @ Gardevoirite
Ability: Synchronize
EVs: 248 HP / 252 Spd / 8 Def
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Calm Mind

Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance

Deoxys-Defense @ Red Card
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
- Stealth Rock
- Taunt
- Spikes
- Recover

Thundurus @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Thunder Wave
- Hidden Power [Ice]
- Thunderbolt
- Focus Blast

Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Superpower

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
- Icicle Crash
- Earthquake
- Ice Shard
- Superpower

With mega-Gardevoir and bisharp's amazing wall-breaking power, I decided a Hyper Offense team would fit in perfectly with these two, so I chose for that.

Bisharp: Bisharp is just completely anti-meta right now, it just checks so many threads. Also, not much wants to safely switch into Bisharp's knock off without taking a lot of damage, and even if it does, it loses it's item. SD Bisharp because it's his best set in my opinion.

Gardevoir: First I used 4 attacks mega Gardevoir, but she just didn't do any work at all. So I tried bulky CM Gardevoir who put in a lot of work, so I'm sticking with that. She can set up pretty easily against a special attacker because of her amazing special defense. She does have terrible defense, though, and only decent speed. Hyper Voice is her main stab move, with amazing 117 bp, Psyshock is her other stab move, and for hitting special walls hard. Focus Blast is there for coverage.

Deoxys-D: Deoxys-D is pretty self-explanatory. It's just my lead for setting up as much hazards as possible. Deoxys-D over S because it can usually set up more hazards, thanks to it's bulk.

Thundurus: I noticed my team was pretty slow, so Thundurus was the answer. Not only is it really fast itself, it also has prankster T-wave, making the opponent's Pokémon slower so the rest of my team can outspeed them. Thunderbolt as the main stab move, and the rest for coverage.

Azumarill: Choice band Azumarill is my main wallbreaker. Doesn't really need explanation.

Mamoswine: Ahh...Good Ol' Mamoswine. Even though I don't really see it often anymore lately, I still think it's an amazing Pokémon offensively. It literally has the best offensive stab combination in the game, and a very good 130 attack stat. Adamant over Jolly for more power.


Your team is very Aegislash and Gengar weak. Only Bisharp can switch into a shadow ball, and can be easily taken out by a sacred sword/focus blast.
 
Your team is very Aegislash and Gengar weak. Only Bisharp can switch into a shadow ball, and can be easily taken out by a sacred sword/focus blast.
I've run into several aegislash with this team and never really had problems with it.(btw, HO teams aren't supposed to have a safe switch in to everything)
 
I've run into several aegislash with this team and never really had problems with it.(btw, HO teams aren't supposed to have a safe switch in to everything)
You don't need counters in ho, but you need viable checks for the more common threats, Aegislash is one.
 
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(Azumarill why u so big)
Gardevoir @ Gardevoirite
Ability: Synchronize
EVs: 248 HP / 252 Spd / 8 Def
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Calm Mind

Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance

Deoxys-Defense @ Red Card
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
- Stealth Rock
- Taunt
- Spikes
- Recover

Thundurus @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Thunder Wave
- Hidden Power [Ice]
- Thunderbolt
- Focus Blast

Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Superpower

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
- Icicle Crash
- Earthquake
- Ice Shard
- Superpower

With mega-Gardevoir and bisharp's amazing wall-breaking power, I decided a Hyper Offense team would fit in perfectly with these two, so I chose for that.

Bisharp: Bisharp is just completely anti-meta right now, it just checks so many threads. Also, not much wants to safely switch into Bisharp's knock off without taking a lot of damage, and even if it does, it loses it's item. SD Bisharp because it's his best set in my opinion.

Gardevoir: First I used 4 attacks mega Gardevoir, but she just didn't do any work at all. So I tried bulky CM Gardevoir who put in a lot of work, so I'm sticking with that. She can set up pretty easily against a special attacker because of her amazing special defense. She does have terrible defense, though, and only decent speed. Hyper Voice is her main stab move, with amazing 117 bp, Psyshock is her other stab move, and for hitting special walls hard. Focus Blast is there for coverage.

Deoxys-D: Deoxys-D is pretty self-explanatory. It's just my lead for setting up as much hazards as possible. Deoxys-D over S because it can usually set up more hazards, thanks to it's bulk.

Thundurus: I noticed my team was pretty slow, so Thundurus was the answer. Not only is it really fast itself, it also has prankster T-wave, making the opponent's Pokémon slower so the rest of my team can outspeed them. Thunderbolt as the main stab move, and the rest for coverage.

Azumarill: Choice band Azumarill is my main wallbreaker. Doesn't really need explanation.

Mamoswine: Ahh...Good Ol' Mamoswine. Even though I don't really see it often anymore lately, I still think it's an amazing Pokémon offensively. It literally has the best offensive stab combination in the game, and a very good 130 attack stat. Adamant over Jolly for more power.

Since you used Deoxys-D, and it's one of my favorites, I feel obligated to critique Deo-D's set.

The first thing I see is that your investment; 301 speed outspeeds nothing notable; drop four evs of the speed. You can also get better bulk by opting for a spread of 228 HP / 16 Def / 16 SDef / 248 Spe Timid.

Next, spikes aren't going to be particularly useful on a heavy offense team (or any X/Y team for that matter), especially since you aren't giving any calcs that prove a layer or two of spikes significantly helps your team. Consider Knock Off, Toxic, or Night Shade; the first does a small amount of damage but has the incredibly useful ability to knock valuable items off (but can leave you weak to justified abusers). The second forms Deo-D's infamous toxic/taunt combo, allowing you to stall a large number of defensive threats that rely on recovery/their own cleric move. Finally, night shade allows you, alongside taunt, to consistently beat threats like Skarmory or Latias who cannot do much damage to you, as well as giving you a fairly good move against an unpredictable switch.
 
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Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Bug Buzz
- Sticky Web
- Thunder
- Volt Switch

Gardevoir-Mega @ Gardevoirite
Ability: Pixilate
EVs: 252 SAtk / 212 Def / 44 Spd
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Destiny Bond

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head

Darmanitan @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 252 Spd / 4 SDef
Serious Nature
- Flare Blitz
- Earthquake
- U-turn
- Rock Slide

Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature
- Dragon Dance
- Outrage
- Extreme Speed
- Earthquake

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Waterfall

*Galvantula is added to the team in order to support Gard and Bisharp with Sticky Web. He is fast enough to usually set SW first and can then Volt Switch out after being brought to his Sash so he can reset it later in the game. He also hits decently hard with his STABs if needed, and can handle Water types that bother Darmanitan as well as most Defoggers and all three Magic Bounce users. He can also nail MBlastoise and Starmie with Thunder if he thinks they'll switch in to Spin his Web away.

*Gardevoir has that delicious 165 Sp Atk but is held back by her base 100 Speed, which is only average in a tier where 110+ is the norm for 'high stats'. This prevents her from countering things like Garchomp, Terrakion, etc that she could otherwise beat with her powerful STAB but actually loses to because if she switches in on them she will be outsped and 2HKOed. Sticky Web remedies this. 252 SpA for obvious reasons, 212 Def to guarantee that I live a Technician Scizor Bullet Punch (and have a ~44% chance of doing the same to a Mega Scizor BP also) from full and 44+ Speed puts me at 271, which is faster than max+ Speed base 130s. Hyper Voice and Psyshock make for a wallbreaking STAB combo, Focus Blast hits Steels. Destiny Bond is used to take down a threat with me, as not much outspeeds me after SW. Gardevoir hits Fighters that threaten Bisharp hard.

*Bisharp punishes the use of Defog with Defiant. If someone wants to remove my SW, they have to deal with this monster at +2. Knock Off has terrifying power and utility both, Sucker Punch is strong priority, and both are boosted by Dread Plate. Iron Head hits Fairies, Rocks, Ices, and Dark resists harder than his main STAB, and Swords Dance can be used on forced switches to boost further. Max Speed allows Bisharp to sweep if Sticky Web stays down, as when the opponent's team is universally at -1, a fully invested 70 base Speed is no longer too shabby. Bisharp can usually deal with Steels, Poisons, and Ghosts that threaten Gardevoir with his resistance/immunity to their STAB and the sheer power behind his Knock Offs (and it's SE on Ghosts, too.)

*Darmanitan is another threatening sweeper that enjoys SW, as it can run Adamant + Life Orb rather than Jolly or a Scarf or both. Sheer Force juices up Flare Blitz and Rock Slide while negating Life Orb recoil. Superpower can smack around things like Chansey and Tyranitar, and U-Turn builds momentum for my team while still hurting like a bitch coming from a Life Orb Darmanitan. He checks Fire types that threaten Bisharp and Galvantula with his LO Sheer Force Rock Slides, and acts as an incredibly potent wall breaker/sweeper.

*Dragonite gives a much-needed Ground immunity, and, while he shares a Rock weakness with Darmanitan and Galvantula, doesn't really mind it - Bisharp can handle a lot of Rocks with his STAB, and Dragonite feasts on Rock coverage moves (as well as Ice ones) to boost his Attack with Weakness Policy. Due to Sticky Web being up, Dragonite can invest in bulk to live powerful Ice moves that standard WeakNite can't, letting him boost up with DDance and then sweep when the opponent thinks he'll be taken out. He can also of course set up all over the standard WeakNite fare. Outrage at +3 is terrifying and Earthquake rounds out his coverage, leaving a spot open for Extreme Speed as Darmanitan can eat up anything that Fire Punch would be used for.

*Azumarill also checks Rock types in case Bisharp and Dragonite go down. With Sticky Web, Azumarill can set up a Belly Drum and sweep without being hindered by its incredibly low Speed, but of course it still has Aqua Jet to take out opposing priority users and those who still outspeed it with SW up. He beats Excadrill and Donphan, two common (and one good) Rapid Spinners, clearing the way for Galvantula to reset SW lategame in preparation for a sweep from Azumarill himself, Darmanitan, Gardevoir, Dragonite, or Bisharp (or some combination of the above). He also is more of a hard-counter to Fire types than Damanitan, and he beats Fighting and Dragon types that can trouble Bisharp and Dragonite respectively, as well as the Ground types that hit Bisharp and Darmanitan and are immune to Galvantula's main STAB.
 
I've run into several aegislash with this team and never really had problems with it.(btw, HO teams aren't supposed to have a safe switch in to everything)

Yes I know that HO teams don't need a safe switch-in for everything. The problem comes when very common pokemon can come in, and completely shit on you, especially a poke like Aegislash that is known for really hurting offense.

Since, naturally, you have run into multiple Aegislash, how exactly did you handle them? I'm curious
 
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Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Bug Buzz
- Sticky Web
- Thunder
- Volt Switch

Gardevoir-Mega @ Gardevoirite
Ability: Pixilate
EVs: 252 SAtk / 212 Def / 44 Spd
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Destiny Bond

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head

Darmanitan @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 252 Spd / 4 SDef
Serious Nature
- Flare Blitz
- Earthquake
- U-turn
- Rock Slide

Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature
- Dragon Dance
- Outrage
- Extreme Speed
- Earthquake

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Waterfall

*Galvantula is added to the team in order to support Gard and Bisharp with Sticky Web. He is fast enough to usually set SW first and can then Volt Switch out after being brought to his Sash so he can reset it later in the game. He also hits decently hard with his STABs if needed, and can handle Water types that bother Darmanitan as well as most Defoggers and all three Magic Bounce users. He can also nail MBlastoise and Starmie with Thunder if he thinks they'll switch in to Spin his Web away.

*Gardevoir has that delicious 165 Sp Atk but is held back by her base 100 Speed, which is only average in a tier where 110+ is the norm for 'high stats'. This prevents her from countering things like Garchomp, Terrakion, etc that she could otherwise beat with her powerful STAB but actually loses to because if she switches in on them she will be outsped and 2HKOed. Sticky Web remedies this. 252 SpA for obvious reasons, 212 Def to guarantee that I live a Technician Scizor Bullet Punch (and have a ~44% chance of doing the same to a Mega Scizor BP also) from full and 44+ Speed puts me at 271, which is faster than max+ Speed base 130s. Hyper Voice and Psyshock make for a wallbreaking STAB combo, Focus Blast hits Steels. Destiny Bond is used to take down a threat with me, as not much outspeeds me after SW. Gardevoir hits Fighters that threaten Bisharp hard.

*Bisharp punishes the use of Defog with Defiant. If someone wants to remove my SW, they have to deal with this monster at +2. Knock Off has terrifying power and utility both, Sucker Punch is strong priority, and both are boosted by Dread Plate. Iron Head hits Fairies, Rocks, Ices, and Dark resists harder than his main STAB, and Swords Dance can be used on forced switches to boost further. Max Speed allows Bisharp to sweep if Sticky Web stays down, as when the opponent's team is universally at -1, a fully invested 70 base Speed is no longer too shabby. Bisharp can usually deal with Steels, Poisons, and Ghosts that threaten Gardevoir with his resistance/immunity to their STAB and the sheer power behind his Knock Offs (and it's SE on Ghosts, too.)

*Darmanitan is another threatening sweeper that enjoys SW, as it can run Adamant + Life Orb rather than Jolly or a Scarf or both. Sheer Force juices up Flare Blitz and Rock Slide while negating Life Orb recoil. Superpower can smack around things like Chansey and Tyranitar, and U-Turn builds momentum for my team while still hurting like a bitch coming from a Life Orb Darmanitan. He checks Fire types that threaten Bisharp and Galvantula with his LO Sheer Force Rock Slides, and acts as an incredibly potent wall breaker/sweeper.

*Dragonite gives a much-needed Ground immunity, and, while he shares a Rock weakness with Darmanitan and Galvantula, doesn't really mind it - Bisharp can handle a lot of Rocks with his STAB, and Dragonite feasts on Rock coverage moves (as well as Ice ones) to boost his Attack with Weakness Policy. Due to Sticky Web being up, Dragonite can invest in bulk to live powerful Ice moves that standard WeakNite can't, letting him boost up with DDance and then sweep when the opponent thinks he'll be taken out. He can also of course set up all over the standard WeakNite fare. Outrage at +3 is terrifying and Earthquake rounds out his coverage, leaving a spot open for Extreme Speed as Darmanitan can eat up anything that Fire Punch would be used for.

*Azumarill also checks Rock types in case Bisharp and Dragonite go down. With Sticky Web, Azumarill can set up a Belly Drum and sweep without being hindered by its incredibly low Speed, but of course it still has Aqua Jet to take out opposing priority users and those who still outspeed it with SW up. He beats Excadrill and Donphan, two common (and one good) Rapid Spinners, clearing the way for Galvantula to reset SW lategame in preparation for a sweep from Azumarill himself, Darmanitan, Gardevoir, Dragonite, or Bisharp (or some combination of the above). He also is more of a hard-counter to Fire types than Damanitan, and he beats Fighting and Dragon types that can trouble Bisharp and Dragonite respectively, as well as the Ground types that hit Bisharp and Darmanitan and are immune to Galvantula's main STAB.
Your team looks as though it would have a lot of trouble if Sticky Web were to be removed, since your team is pretty slow and not particularly bulky. How would you deal with this? I suppose you could play around it for a while with three sources of priority available.
 
Yes I know that HO teams don't need a safe switch-in for everything. The problem comes when very common pokemon can come in, and completely shit on you, especially a poke like Aegislash that is known for really hurting offense.

Since, naturally, you have run into multiple Aegislash, how exactly did you handle them? I'm curious
Bisharp usually handels it pretty well. And if that fails, mamoswine outspeeds it and can kill it with eq.
 
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Keldeo @ Leftovers
Ability: Justified
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Calm Mind
- Scald
- Secret Sword
- Hidden Power

Garchomp (F) @ Choice Scarf
Ability: Rough Skin
Shiny: Yes
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Outrage
- Earthquake
- Stone Edge
- Dragon Claw

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 216 Def / 248 HP / 44 Spd
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Landorus-Therian @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 252 Def / 248 HP / 8 Atk
Adamant Nature
- U-turn
- Earthquake
- Stealth Rock
- Knock Off

Bisharp (M) @ Assault Vest
Ability: Defiant
EVs: 252 Atk / 92 HP / 164 SDef
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Pursuit

Gardevoir (F) @ Gardevoirite
Ability: Synchronize
Shiny: Yes
EVs: 252 Spd / 4 SDef / 252 SAtk
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Focus Blast
- Psychic
- Shadow Ball

The core proposed is exactly what i used for a week, then i directly post my team here.
  • Gardevoir, it used as a fast special sweeper, calm mind has been removed because i got difficulties to find niches where using it, moreover it leave me with a lack of coverage, focus blast is mainly for heatran, shadow ball for aegisash, and psyshock psychic for mega venusaur... Note for all pokemons listed before and most of bulky ones, those attacks will 2HKO them as i have to predict their switch or to be full life.
  • Bisharp is here as a bulky trapper, it is able to take hits from lati@s, greninja, and hardly awnser or pursuit them. It losts its ability of OHKO aegislah, however i have no pokemon particuraly weak to aegislash, but garchomp once locked on a bad move.
  • Landorus-T work with rotom-W to form a well known core, walling most of physical threats as talonflamme, pinsir, azumaril, ... and give precious niche for my sweepers thanks to a good volturn. Also, landorus is able to put stealth rock, and weaken some stallers thanks to knock off
  • Rotom-W, nothing to say interesting, comon Evs spread, moveset, huge check for so many things ...
  • Garchomp is used as a scarfer. With a 102 BS speed it can outspeed char-X or volcarona after one dance, it also check chard-Y as being able to take one or two hits without dying. It can revenge kill everything which don't use scarf but deoxys-S if it has a positive nature.
  • Manaphy Keldeo comes here as a stall breaker, it takes more benefits from the core than manaphy, moreover it can manage stall team as a devil if venusaur is not there, the same venusaur which have trouble with gardevoir. It is also a good check for other calm minder which can't take boosted physical hits (secret sword).
Not an original team, but a one which works well, checking biggest threats in the meta and have few issues.

Issues :

  • (Fixed with Keldeo) One threat i had difficulties to manage is Landorus as it OHKO/2HKO all my mons. Hopefuly i can easly revenge killing it and use of switch smartly to manage it. But, if i miss luck or if it comes in the end game, i can have actual problems.
  • (Fixed with Keldeo) An other thing i have difficulties to manage is Chansey, walling gardevoir even with psyshock, taking around 50% from a +6 manaphy surf !!!. If i don't succeed to knock off the eviolite, i'm in trouble.
  • In the row, Stall Teams are difficult ro manage too by the fact they carry the skarmory+chansey core and can set up several layers of spikes.
Replays :
http://pokemonshowdown.com/replay/ou-89813003 (no need of defoger/rapid spinner)

Edit :
-Added replays part
-Removed manaphy for keldeo
-Removed psychock (gardevoir) for psychic


I'm not going to comment on every team, but I really took a liking to this team when I read over it. You did make good use of how to play and build around the core giving this round. Your use of Assault vest Bisharp I feel was very appropriate to be able switch into and trap Latias and Latios to free up Keldeo from having to deal with Latias and Latios late game while it sweeps. I feel like a Lum Berry set with HP Ghost would be better to cure itself of status, but Leftovers can work as well. You mentioned how Landorus-T helps with Pinsir and Talonflame but your set lacks Rock Slide or Stone Edge to hit both of them, so this makes those encounters tough since you can't really hit them. I do worry a bit about not being able to switch into Zard Y but that can be played around to an extent. Overall, I think this team is solid and made great use of the given core so props to you for that.


There are other really good teams that have been submitted and this should be a good voting round. Remember that voting starts later today and good luck to everyone.
 
Your team looks as though it would have a lot of trouble if Sticky Web were to be removed, since your team is pretty slow and not particularly bulky. How would you deal with this? I suppose you could play around it for a while with three sources of priority available.

Bisharp can use Defiant to start sweeping if they try Defog, while the rest of my team covers common Rapid Spinners (Bisharp hits Starmie, Azu gets Exca and Donphan, etc). Then Galvantula can reset the Web late game.
 
Ok, I don't know how to use sprites so I don't have pictures

My team is
Bisharp/Gardevoir-Mega/Gliscor/Smeargle/Azumarill/Infernape


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

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Hyper Voice
- Wish
- Protect
- Will-O-Wisp

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 184 Def / 252 HP / 72 Spd
Impish Nature
- Taunt
- Earthquake
- Protect
- Toxic

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 Spd / 252 HP / 4 SDef
Timid Nature
- Spore
- Stealth Rock
- Sticky Web
- Parting Shot

Infernape @ Choice Scarf
Ability: Iron Fist
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Fire Punch
- Thunder Punch
- Close Combat
- Stone Edge

Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Play Rough
- Waterfall
- Superpower
- Aqua Jet

This team focuses on the sweeping abilities of Bisharp, and the clerical abilities of Mega Gardevoir. Bisharp is running a Life Orb for maximum damage without locking himself in one move. With his Defiant boost and Swords Dance, he can switch into a super effective attack against Mega Gardevoir comfortably, Swords Dance on the switch, and begin to sweep. Knock Off and Iron Head are his main STAB's, and Sucker Punch at +2 can kill faster threats. Gardevoir is a cleric and a special wall, passing off Wishes to all members of the team, and crippling physical threats that attack her with Will o' Wisp. Bisharp and Gardevoir both take hits well for each other well, making them a tight core of healing and then sweeping. Gliscor is my Physical Wall that is capable of stalling and setting up Taunts, which both immobilize certain annoying Pokemon that stop Gardevoir's healing, and makes sure nothing can dodge Bisharp's Sucker Punch without switching, where Bisharp can then find an opening to Swords Dance. Smeargle is a standard hazard setter, putting pressure on the other team so they will be forced to Defog, which can give Bisharp a Defiant Boost on the switch. Azumarill is Banded, making it a wall breaker with power to take out Justified users and tougher walls that Bisharp and Gardevoir don't like. Infernape is my revenge killer, finishing pokes very close to death or coming in to avenge another member.
 
I'm not going to comment on every team, but I really took a liking to this team when I read over it. You did make good use of how to play and build around the core giving this round. Your use of Assault vest Bisharp I feel was very appropriate to be able switch into and trap Latias and Latios to free up Keldeo from having to deal with Latias and Latios late game while it sweeps. I feel like a Lum Berry set with HP Ghost would be better to cure itself of status, but Leftovers can work as well. You mentioned how Landorus-T helps with Pinsir and Talonflame but your set lacks Rock Slide or Stone Edge to hit both of them, so this makes those encounters tough since you can't really hit them. I do worry a bit about not being able to switch into Zard Y but that can be played around to an extent. Overall, I think this team is solid and made great use of the given core so props to you for that.


There are other really good teams that have been submitted and this should be a good voting round. Remember that voting starts later today and good luck to everyone.
Thanks for your comments, first i was running HP ghost but i forgot to update the importable, then i always have trouble by using lum berry, especially on a special sweeper since leftovers allows me to stay a bit longer against offensive team, but i'll get a try someday. You was right about landorus-T, I switched for a rockslide and i'm wondering now if rocktomb is not a better option. I used knock off because before using keldeo i had seriously trouble with chansey; the threat of knock forced it to switch out, but now with keldeo, it's not a problem anymore. For Zard Y, i often start with Garchomp to force it to switch out and then i try to put the SR as quick as i can, anyway, you're right if it is well manage and succeed to defeat my garchomp, i have worries to do ...

PS: talking about Zard-Y, I used once a trap zard set with keldeo+rain dance, You swith on a fireblast of Zard, Zard will launch solarbeam but you use rain dance, that means one loading turn, Zard is trapping. Maybe use rain dance instead of HP ghost could be viable and surprising even if i lost some coverage

PS2 (Oh yeah !): About rock tomb, it could be used more strategically, the only which annoy me is, rock tomb do not OHKO pinsir anymore:
8+ Atk Landorus-T (Rock Tomb) vs. 4 HP / 0 Def Mega Pinsir: 224-268 (82.3 - 98.5%)
 
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gardevoir-mega.gif
bisharp.gif
mandibuzz.gif
heatran.gif
gyarados.gif
kyurem-black.gif






Gardevoir @ Gardevoirite
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 SAtk / 252 Spd / 4 Def
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Will-O-Wisp
- Shadow Ball

Bisharp @ Choice Band
Ability: Defiant
EVs: 176 Spd / 252 Atk / 80 HP
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Psycho Cut

Mandibuzz (F) @ Rocky Helmet
Ability: Overcoat
EVs: 252 Def / 248 HP / 8 SDef
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Foul Play
- Toxic

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 252 SAtk / 8 Spd
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Lava Plume
- Ancient Power

Gyarados @ Life Orb
Ability: Intimidate
EVs: 216 Spd / 252 Atk / 40 Def
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Ice Fang

Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 200 Spd / 252 SAtk / 56 Atk
Hasty Nature
- Substitute
- Fusion Bolt
- Ice Beam
- Earth Power

When I think of Mega Gardevoir and Bisharp, I think of super strong wall breakers. In general, I decided I needed pokemon that could support Gardevoir and Bisharp do their jobs, while still maintaining the focus on them.

Gardevoir: Gardevoir is a fantastic member to the team. Bisharp has a very glaring weakness to fighting, and Gardevoir helps to mitigate this for the team. Sure, her physical bulk is not good, but she can reliably burn the fighting type and/or KO it with either Hyper Voice or Psyshock. Speaking of hyper voice, it hits like a truck and annihilates Gliscor through a sub, so she can also reliably hurt one of Bisharp's biggest counters. Gardevoir has a lot to choose from with the last move, but I believe Shadow Ball is the most effective, as it allows you to hit fellow Psychic Types.

Bisharp: Bisharp is a Pokemon that can be interpreted in many ways, but I feel like the choice band set is the most effective for this team. This team is not overly weak to hazards, however Bisharp's presence makes defoggers very reluctant to clear the hazards away, as thanks to defiant, Bisharp gets a Swords Dance whenever it occurs. Speaking of which, I believe Bisharp is too frail to setup (even though it does have priority), and is better to be a hit a run attacker. This is partially due to Defiant and Bisharp's great typing, which allows you to switch in on Shadow Balls, Energy Balls, and weak Moon Blasts (to name a few attacks) and sometimes get a free "SD." This wonderful ability also makes Bisharp immune to Kings Shield, and get a +1 whenever someone intimidates him. Knock Off makes Bisharp a pain to switch in on, Sucker Punch provides necessary priority for a Pokemon with only 220 speed (which is used to outpace speed creeping Rotom-W), Iron Head provides nice stab against Fairies and Rock Types, and Psycho Cut Makes it so that Venusaur cannot switch in safely.

Mandibuzz: Mandy is pretty much a standard on any team I make. Defog protects Kyurem-B, Gyarados, and you from switching in on Stealth Rocks and protects Gardevoir and Bisharp from sticky web. Roost is to provide necessary recovery, and Foul Play hits very hard against physical attackers that plague Gardevoir and Bisharp. Rocky helmet, along with being able to hurt physical attackers more, means you'll always win one on one against walls reliant on Seismic toss, Knock Off, or foul play. Toxic aids Mandibuzz in annoying walls or bulky attackers. Mandy's ability is very nice too, as it makes it immune to sand/hail, sleep powder, and spore, which gives it many free switch ins.

Heatran: When most people think of Bisharp, they think Deoxys-D and Smeargle, who can set up a ton of hazards, putting more pressure on the defogger to defog. However, this team has enough offensive pressure, and I feel I'd rather use an offensive Pokemon that can set up hazards. This set is relatively odd, so let me explain it. Lava plume is a nice move that hits as hard as and has the same burn chance as Scald, which is notorious for being an amazing move. It makes physical attackers that resist fire somewhat reluctant to switch in, as a burn will instantly cripple them. Ancient Power is for nailing Talonflame hard, and hurting Charizard-Y hard, providing the Air Balloon is still intact. Earth Power allows you to hit other Heatran, providing its air balloon is gone. Stealth Rocks obviously work well with Bisharp's defiant, so all in all this Heatran is an amazing supporter for the team.

Gyarados: If one has to think of three move types that Bisharp despises, they'd obviously be Fire, Ground, and Fighting. Thus, Gyarados forms a spectacular core with it as it resists Fire and Fighting and is immune to Ground. Ground and Fighting types are typically Physical attackers, so Intimidate cripples them and lets you set up on them. You have enough speed with this set to outpace Greninja at +1. Ground/Water/Ice has great coverage, that is pretty much non-resisted among OU. However, there is one Pokemon that is widely known for resisting Ground due to its ability, that also can hurt Gyarados 4x supper effectively with its stab. That, ultra annoying Pokemon, is Rotom-W. Speaking of which...

Kyurem-B: If there's one Pokemon set that can threaten Rotom-W, it's Substitute Kyurem-B. With substitute, Kyurem-B becomes immune to Will-o-Wisp (which it honestly doesn't care about that much), and puts offensive pressure on the other team, given that Rotom-W cannot break the substitute. Thanks to Teravolt, Kyurem-B can then proceed to hit Rotom-W super-effectively with Earth Power. Teravolt is also beneficial because it allows Kyurem-B to hit Venusaur through Thick Fat and Dragonite through Multiscale. Additionally, you have enough speed with this set to outpace Excadrill.


Overall: Overall, the M-Gardevoir/Bisharp core can be very effective when paired with other appropriate Pokemon. This team has proven to be very effective for me, and I hope it's effective to anyone who tries it.
 
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Since you used Deoxys-D, and it's one of my favorites, I feel obligated to critique Deo-D's set.

The first thing I see is that your investment; 301 speed outspeeds nothing notable; drop four evs of the speed. You can also get better bulk by opting for a spread of 228 HP / 16 Def / 16 SDef / 248 Spe Timid.

Next, spikes aren't going to be particularly useful on a heavy offense team (or any X/Y team for that matter), especially since you aren't giving any calcs that prove a layer or two of spikes significantly helps your team. Consider Knock Off, Toxic, or Night Shade; the first does a small amount of damage but has the incredibly useful ability to knock valuable items off (but can leave you weak to justified abusers). The second forms Deo-D's infamous toxic/taunt combo, allowing you to stall a large number of defensive threats that rely on recovery/their own cleric move. Finally, night shade allows you, alongside taunt, to consistently beat threats like Skarmory or Latias who cannot do much damage to you, as well as giving you a fairly good move against an unpredictable switch.
I updated the ev spread. Keeping the spikes, though, since it just really pressures the opponent if I get some layers up.
 
The Shellder Smuggler use [ Hide ] and [/ hide ] to put things in spoiler tags. Remove the spaces though.

Edit: Your team doesn't even use the given core. It wont be considered as an entry for voting. Next time please read the rules.
 
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Skarmory
Item: Leftovers
Ability: SturdyEVs: 252 HP, 252 Def, 4 Atk
- Stealth Rock
- Spikes
- Whirlwind
- Brave Bird

Skarmory is your entry hazards expert. Due to having sturdy, you should at least always be able to set up rocks. After that, set up 3 layers of spikes, after THAT, whirlwind the bitches! Brave bird is there for damage, but if something resists it, whirlwind it, and get at least a clear fourth of spikes damage on water ever switches in.

Slowbro
Item: Leftovers
Ability: Regenerator
EVs: 252 HP, 212 Def, 44 SpAtk
- Scald
- Calm Mind
- Slack Off
- Psyshock

Despite being the second psychic type, this set is very helpful. Calm Mind is great for setting up a nice clean Psyshock, which kills any specially bulky pokemon, such as blissey. Scald obviously is there to burn the target. Burning a physical attacker should make setting up calm mind much easier. All in all, this can be an offensive support.

Mega Heracross
Item: Heracrossite
Ability: Moxie/Skill Link
EVs: 252 Atk, 252 Speed, 4 SpDef
- Arm thrust
- Bullet Seed
- Rock Blast
- Pin Missile

Your plan here is to revenge kill a pokemon with normal heracross, to get a moxie boost. Although Mega Heracross is slow, normal heracross isn't. With good speed investments, getting a moxie boost will boost your Atk one stage, and then make sweeping with your mega her across much easier. Not to mention, Mega Heracross gets skill link, which makes moves that hit 2-5 times hit 5 times. This explains the four moves. Although much better done by Shell Smash Cloyster, which gains a speed boost as well, Mega Heracross's attack stat is nearly double Cloyster's attack stat. Better yet, a moxie boosted attack hitting 5 TIMES is enough to knock out most pokes. Calcs? Fuck yeah.

252+ Atk Mega Heracross Bullet Seed (5 hits) vs. 252 HP / 0 Def Donphan: 340-410 (88.5 - 106.7%) -- approx. 12.5% chance to OHKO

252+ Atk Mega Heracross Rock Blast (5 hits) vs. 4 HP / 0 Def Talonflame: 1040-1240 (348.9 - 416.1%) -- guaranteed OHKO

252+ Atk Mega Heracross Close Combat vs. 4 HP / 0 Def Alakazam: 263-310 (104.3 - 123%) -- guaranteed OHKO

252+ Atk Mega Heracross Rock Blast (5 hits) vs. 4 HP / 252 Def Glaceon: 290-350 (106.6 - 128.6%) -- guaranteed OHKO

252+ Atk Mega Heracross Rock Blast (5 hits) vs. 4 HP / 0 Def Ninetales: 510-600 (177 - 208.3%) -- guaranteed OHKO

Reuniclus
Item: Leftovers
Ability: Magic Guard
EVs: 252 HP, 252 SpAtk, 4 SpDef
IVs: 0 Speed
- Trick Room
- Calm Mind
- Psyshock/Psychic
- Focus Blast

Reuniclus is already bulky as hell, but after a calm mind, there isn't even a 100% that it can be 2HKO'd by a Gengar with Shadow Ball. (84.4 chance, to be exact) After you've gotten minimum 2 calm minds up, you'll want to trick room. Now, with 0 IVs in speed, you should outspeed everything. The remnant 2 moves are psyshock and Focus Blast. Obviously both necessary moves, and after two calm minds and trick room, there shouldn't be anything that can stop you from sweeping, with the exception of Sableye.

Rapidash
Item: Choice Band/Choice Scarf
Ability: Flame Body/Flash Fire
EVs: 252 Atk, 252 Spd, 4 HP
- Flare Blitz
- Wild Charge
- Low Kick/Poison Jab
- Megahorn

Obviously a physical sweeper. Flare Blitz is your signature move, and it does a fucking shitton of damage on most occasions. Wild charge isn't an incredibly strong move, but counters water types that are low on health. Low kick and Poison Jab fight for the spot here - both are equally useful. Low kick destroys tyranitar, as well as rock types, which are usually heavy. Poison Jab is a counter to fairies, but it is usually limited to just that. Low kick overall is better, but Poison Jab is great in some cases. Megahorn is a strong move, usually being able to OHKO Exeggutor and Alakazam. Low kick usually won't be able to OHKO dark types to their usual lightness, but Megahorn may result in a OHKO or 2HKO.

Gengar
Item: Choice Specs/Choice Scarf/Life Orb
Ability: Levitate
EVs: 252 SpAtk, 252 Spd, 4 HP
- Shadow Ball
- Focus Blast/Thunderbolt
- Sludge Bomb/Psychic
- HP Ice/Dark Pulse

Your special sweeper, apart from Reuniclus. With more than enough Special Options, you basically need to choose what moves you think are fit for this pokemon. I think that each move set that can be made from the moves given are all good. The only move that should stay the same is Shadow ball, as it counters another gengar, and Psychic types. Focus Blast is preferred over thunderbolt due to the strong damage output. Sludge bomb, like poison jab, counters fairy types, and is STAB. Psychic however, is an all around good move. Choose wisely. Dark Pulse and HP Ice are both equally useful but HP Ice counters more than Dark Pulse.

Thanks for reading...and I hope someone tells me how to do spoilers, lol

Subjet 18 explained you for the spoilers, anyway you haven't the good core, that week, the core proposed is Mega Gardevoir + Bisharp
 
landorus.gif
bisharp.gif
gardevoir-mega.gif
rotom-wash.gif
azumarill.gif
heatran.gif


Importable
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Calm Mind
- Hyper Voice
- Psyshock
- Focus Blast

Kyurem-Black @ Leftovers
Ability: Teravolt
Shiny: Yes
EVs: 236 Spd / 56 HP / 216 SAtk
Hasty Nature
- Fusion Bolt
- Ice Beam
- Earth Power
- Substitute

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
IVs: 29 Spd
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest

Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Swords Dance
- Iron Head
- Knock Off
- Sucker Punch

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Psyshock
- Draco Meteor
- Defog
- Recover

Heatran @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Stealth Rock
- Ancient Power
- Protect
- Lava Plume

Explanation
I obviously started with the mandatory Bisharp and Mega Gard core. Heatran was then added to sponge special attacks and is my stealth rock setter. Heatran almost guarantees Scizor and Mawile don't decimate my team. (Barring CB Superpower Scizor and Max Speed +2 Knock Off Mawile) I realized the team was weak to ground so I added Rotom-W, gen VI's lovely bulky washing machine. Chesto Rest to recover in a pinch, the evs maintain bulk while outspeeding jolly Azumarill. It's also great against the tiers flying types. Talonflame was added after but I realized the team had problems with Rotom-W, Skarmory, Heatran and others. Kyurem-b has no problem handling those pokemon and when played right is deadly behind a sub. Finally I needed someone to clear hazards that isn't weak to fighting and can hold its own, so I added Latios.

Some Edits:

landorus.gif
bisharp.gif
gardevoir-mega.gif
rotom-wash.gif
azumarill.gif
heatran.gif


Replaced Kyurem-B and Latios with Azumarill and Landorus-I to compensate for the teams severe fighting weakness.

Azumarill resists' every move on the most common Conkeldurr set (Knock Off, Mach Punch, Drain Punch, Ice Punch) and has a 75% to OHKO with play rough.

Now that Kyurem-B was replaced rocks weren't as harmful to my team, so I opted for Landorus-I over Latios. Added Psychic to ensure Bisharp isn't threatened by fighting types and can clean up late game. Added Gravity to deal with some Levitating and Flying type mons that threaten the team.

Some calcs:

252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 0 SpD Rotom-W: 432-510 (142.1 - 167.7%) -- guaranteed OHKO

252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 0 SpD Skarmory: 611-720 (182.9 - 215.5%) -- guaranteed OHKO

252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 0 SpD Gliscor: 289-341 (81.6 - 96.3%) -- 18.8% chance to OHKO after Stealth Rock

Even OHKO's max special def:
252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 252+ SpD Rotom-W: 312-369 (102.6 - 121.3%) -- guaranteed OHKO


Importable:
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Calm Mind
- Hyper Voice
- Psyshock
- Focus Blast

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 Spd
Adamant Nature
- Belly Drum
- Aqua Jet
- Waterfall
- Play Rough

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
IVs: 29 Spd
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest

Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Swords Dance
- Iron Head
- Knock Off
- Sucker Punch

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 30 Atk / 30 Def
- Psychic
- Rock Slide
- Earth Power
- Gravity

Heatran @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Stealth Rock
- Ancient Power
- Protect
- Lava Plume
 
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Alright everyone, deadline is today, and the nominations are now closed! You may now vote for whichever team you feel is the best. DO NOT vote for yourself! this was a great round with some good teams. May the best team win! You have 3 days to vote, the deadline is Monday, February 24th.

User: HotNCold will have their voted doubled.

All the eligible teams are posted here. Make sure you read through each one before casting your vote.
gardevoir-mega.png
bisharp.png
keldeo-resolute.png
garchomp.png
landorus-therian.png
rotom-wash.png


Keldeo-Resolute @ Leftovers
Ability: Justified
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Calm Mind
- Scald
- Secret Sword
- Hidden Power [Ghost]

Garchomp (F) @ Choice Scarf
Ability: Rough Skin
Shiny: Yes
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Outrage
- Earthquake
- Stone Edge
- Dragon Claw

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 216 Def / 248 HP / 44 Spd
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Landorus-Therian @ Leftovers
Ability: Intimidate
Shiny: Yes
EVs: 252 Def / 248 HP / 8 Atk
Adamant Nature
- U-turn
- Earthquake
- Stealth Rock
- Rock Slide

Bisharp (M) @ Assault Vest
Ability: Defiant
EVs: 252 Atk / 92 HP / 164 SDef
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Pursuit

Gardevoir (F) @ Gardevoirite
Ability: Trace
Shiny: Yes
EVs: 252 Spd / 4 SDef / 252 SAtk
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Focus Blast
- Psychic
- Shadow Ball

The core proposed is exactly what i used for a week, then i directly post my team here.
  • Gardevoir, it used as a fast special sweeper, calm mind has been removed because i got difficulties to find niches where using it, moreover it leave me with a lack of coverage, focus blast is mainly for heatran, shadow ball for aegisash, and psyshock psychic for mega venusaur... Note for all pokemons listed before and most of bulky ones, those attacks will 2HKO them as i have to predict their switch or to be full life.
  • Bisharp is here as a bulky trapper, it is able to take hits from lati@s, greninja, and hardly awnser or pursuit them. It losts its ability of OHKO aegislah, however i have no pokemon particuraly weak to aegislash, but garchomp once locked on a bad move.
  • Landorus-T work with rotom-W to form a well known core, walling most of physical threats as talonflamme, pinsir, azumaril, ... and give precious niche for my sweepers thanks to a good volturn. Also, landorus is able to put stealth rock, and weaken some stallers.
  • Rotom-W, nothing to say interesting, comon Evs spread, moveset, huge check for so many things ...
  • Garchomp is used as a scarfer. With a 102 BS speed it can outspeed char-X or volcarona after one dance, it also check chard-Y as being able to take one or two hits without dying. It can revenge kill everything which don't use scarf but deoxys-S if it has a positive nature.
  • Manaphy Keldeo comes here as a stall breaker, it takes more benefits from the core than manaphy, moreover it can manage stall team as a devil if venusaur is not there, the same venusaur which have trouble with gardevoir. It is also a good check for other calm minder which can't take boosted physical hits (secret sword).
Not an original team, but a one which works well, checking bigest threats in the meta and have few issues.

Issues :

  • (Fixed with Keldeo) One threat i had difficulties to manage is Landorus as it OHKO/2HKO all my mons. Hopefuly i can easly revenge killing it and use of switch smartly to manage it. But, if i miss luck or if it comes in the end game, i can have actual problems.
  • (Fixed with Keldeo) An other thing i have difficulties to manage is Chansey, walling gardevoir even with psyshock, taking around 50% from a +6 manaphy surf !!!. If i don't succeed to knock off the eviolite, i'm in trouble.
  • In the row, Stall Teams are difficult ro manage too by the fact they carry the skarmory+chansey core and can set up several layers of spikes.
Replays :
http://pokemonshowdown.com/replay/ou-89813003 (no need of defoger/rapid spinner)

Edit :
-Added replays part
-Removed manaphy for keldeo
-Removed psychock (gardevoir) for psychic
-Updated the importable

gardevoir-mega.gif
bisharp.gif
rotom-wash.gif
heatran.gif
conkeldurr.gif
excadrill.gif

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Hyper Voice
- Psyshock
- Hidden Power [Ground]
- Shadow Ball

Bisharp @ Black Glasses
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 248 Def / 8 SDef
Bold Nature
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Rest

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Will-O-Wisp
- Lava Plume
- Toxic
- Roar

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 8 Def / 252 Atk / 248 SDef
Adamant Nature
- Drain Punch
- Mach Punch
- Ice Punch
- Knock Off

Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 252 HP / 4 Spd
Adamant Nature
- Stealth Rock
- Earthquake
- Rapid Spin
- Rock Slide

This team is obviously around the synergy of Gardevoir and Bisharp. Bisharp breaks down particular threats, with Blackglasses boosted Dark attacks, so Gardevoir can sweep without worrying about certain Pokémon that could possibly threaten it. Rotom-W is in the team complete the defensive synergy that they lack whilst proving the role of a pivot, and also to keep threats like Talonflame in check. Heatran is there to break down the otherwise threatening Charizard-Y and Venusaur, whilst crippling down potential attackers that could oppose the duo. Conkeldurr is to tank special hits and absorb status, allowing it to predict Rotom-W and proceed to break down any walls. It also has the ability to lure in Fairies, and Mandibuzz, that Bisharp can start sweeping against. Excadrill is the team's hazard setter and remover, this ability also allows it to lure in Defog users which will be attacked by Bisharp, again. The high physical attack also allows it break down bulky Pokémon like Rotom-W and Aegislash early game, it also gets resistances to Volt-Turn which always helps.

Right, here's my submission.

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Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Hyper Voice
- Psyshock
- Shadow Ball
- Calm Mind

Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Swords Dance
- Iron Head
- Knock Off
- Sucker Punch

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Hydro Pump
- Secret Sword
- Scald
- Icy Wind

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 248 SDef / 12 Spd
Calm Nature
- Stealth Rock
- Lava Plume
- Roar
- Toxic

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Rest

Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 136 Def / 120 Spd
Bold Nature
- Soft-Boiled
- Defog
- Will-O-Wisp
- Psyshock

Explanation

So, the starting point of this team was obviously Gardevoir + Bisharp. A solid choice in my opinion, as together they share nice synergy, and they do a decent job in removing each other's checks (Mega Gardevoir easily beats Conkeldurr and Mega Venusaur, while Bisharp wears down Gardevoir's checks very nicely with SD + Knock Off). So to keep the nice offensive synergy flowing, I decided to add Specs Keldeo into the mix, as Keldeo, Bisharp, and Gardevoir all work well together really nicely. Keldeo muscles through sturdy physical walls that could otherwise take on Bisharp (Quagsire, Skarmory, Gliscor, etc), while Gardevoir easily beats Venusaur and Latias / Goodra, that commonly counter Keldeo.

So looking at these three Pokemon, the biggest weaknesses I saw where Fairy types (mainly Azumarill), and Talonflame. Fairy types could easily spam their attacks with little drawbacks, and I didn't have a solid switch in, where as Talonflame can easily beat all of my Pokemon one on one, so they were both problems. I also needed Stealth Rock, so my next choice was Heatran. Heatran provided me with a solid switch into most Fairy types (bar Azumarill), as well as a solid check to Talonflame. Heatran also provides crucial support for this team in the form of Stealth Rock.

So I think the team is starting to come together at this point, but I think adding Heatran into the team made me decide that this was going to be more of a balanced kind of team. There were still a few things that I hadn't covered yet, mainly Azumarill and Mega Pinsir. This made me decide to add Rotom-W into the team, as it's just an incredible "glue" Pokemon, and holds the team together really nicely.

At this point I couldn't really see any weaknesses with the team that stood out. Since nothing really jumped out at me as a threat, I decided to base my final team slot on the synergy it shares with the rest of the team. The biggest thing that jumped out to me was the lack of hazards control, which is really needed in this metagame, so I needed either a Rapid Spinner or a Defog user. I was put off from using Skarmory or Mandibuzz, as it just adds to the Electric type weakness, so I tried out Latias, but it just allowed Azumarill to switch in easily for free and 2HKO my switch in (if they predicted correctly). So I replaced Latias with Mew.


Overall I think the team has great synergy, and it's done pretty well on the ladder so far, although that doesn't indicate too much about how good it is 9.9

Okay, here goes nothing... (stupid vaporeon sprite...)


Zara...Balin... Randolph........Asha.......Ryder......Nero
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Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Will-O-Wisp
- Healing Wish

Bisharp @ Dread Plate
Ability: Defiant
EVs: 132 Spd / 252 Atk / 124 HP
Adamant Nature
- Knock Off
- Iron Head
- Swords Dance
- Sucker Punch

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Stealth Rock
- Whirlwind
- Slack Off
- Earthquake

Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252 Def / 252 SDef / 4 SAtk
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Toxic
- Scald

Stoutland (M) @ Choice Band
Ability: Sand Rush
EVs: 252 Spd / 252 Atk / 4 SDef
Adamant Nature
IVs: 30 Atk / 30 Def
- Ice Fang
- Wild Charge
- Return
- Superpower

Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
IVs: 6 Atk
30 Sp. Atk
30 Spe
- Defog
- Hidden Power Fire
- Draco Meteor
- Shadow Ball

I gave my special pokemon 0 attack IV's so that (A) Gard and Latios take less damage from foul play (B) So that Vaporeon can win against Mandibuzz if it comes down to stall

Mega Gardevoir = A special wall breaker. base 100 speed is great for wallbreakers, and that 165 special attack screams "USE ME! FORGET SUPPORT SETS!" Which is exactly what I did. I gave M-Gard Psyshock first and foremost, to break down the blobs. Hyper Voice was the obvious stab, and my answer to pokemon behind subs. Will-o-wisp is on predicted switch ins like scizor, or Excadrill. I know I can let Scald handle that, but some threats need to be burned and Gardevoir lures in physical attackers with her weak defense stat. I also gave it healing wish to give second wind to any of my sweepers. I decided not to run an extra coverage move, because well, Thund-T has a better thunderbolt, Focus Blast and Shadow Ball fail to do large amounts of damage to Tyranitar and Aegislash respectively.

Bisharp = I usually run a sub SD bisharp to great success, but, I needed my attackers to hit hard, while leaving it up to my defensive mons to set up the situtations needed for my attackers to take advantage of and gain momentum. Defiant keeps defoggers away, keeping the rocks up. Sub is there to avoid statuses, pressuring pokemon to attack him, making it easier to spam sucker punch.

Hippowdon = Oh yeah, THIS GUY. No but seriously I don't understand why isn't being used more, as he is great this meta. Stealth Rock and Whirlwind to abuse hazards in a pinch, Slack off is obvious, and Earthquake is to smack the steel types that want to hurt Gardevoir.

Vaporeon = With Vaporeon I did something interesting. I invested in its defense AND special defense, as a mixed wall. It's base 130 HP is so mammoth, that defensive investments are more beneficial than HP investments. I gave it a Special Defensive nature however, because that is more beneficial. Water Absorb saves Hippodown, and with Toxic and scald, it can spread a lot of status to help out with that passive rock damage.

Stoutland = I need stoutland to abuse the sand, and also to counter tyranitar, especially mega tyranitar as the dragon dance variant is a monster. With pseudo bolt beam coverage in ice fang and wild charge, I get lots of physical coverage. I chose crunch over return because I use Stoutland as a revenge killer and return isn't super necessary. Sacred Sword doesn't OHKO, but Crunch does >:)

Latios = offensive defog latios, with recover, and two moves, Draco Meteor to nuke, Shadow Ball if Aegislash is still alive and wants to scare me out, and HP fire for scizor or other steel types (minus heatran of course)

CORES:

Physical Attackers: Bisharp is my main attacker, while Stoutland is sent in to revenge things, or to sweep in the sand with Crunch (them defense drops are handy, and few things resist it now, except I think Fairy, dark, and Fighting, which Stoutland doesn't bother with.

Special Attackers: Between M-Gard, and Latios my special coverage is weak, but they're there to punch in holes, and provide secondary support in the form of defog and healing wish.

Defensive mons: Hippodown and Vaporeon are awesome together. Hippo takes the physical, Vap takes the special (he can be physical in a pinch, or against azumarill). Together, they also handle most status. Hippowdon ignores paralysis, Vaporeon doesn't care about burns, and Bisharp is immune to poison. Together they provide a lot of secondary damage through stealth rocks, toxic, and scald burns, so they dish out status well.

Whaddaya think? (I couldn't help but nickname them. They sort of had a middle ages england vibe)

Damn was this a challenge... Let me just say that these two simply do not have a great deal of synergy... Also, if you run into an infernape, you are CHOPPED with that core... But, I decided to do what I do best in team building and I made stall. I'm not sure how bulky offense could be run with this, so I'm interested to see that attempted.


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Solid Snake (Gyarados) (M) @ Leftovers
Ability: Intimidate
EVs: 4 Atk / 252 HP / 252 SDef
Careful Nature
- Waterfall
- Rest
- Sleep Talk
- Dragon Tail

Gen. Patton (Bisharp) @ Leftovers
Ability: Defiant
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Sucker Punch
- Swords Dance
- Iron Head
- Knock Off

Anti-Air Jet (Skarmory) @ Leftovers
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Defog
- Roost
- Brave Bird
- Whirlwind

Defense Echelon (Chesnaught) @ Leftovers
Ability: Bulletproof
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Synthesis
- Seed Bomb
- Leech Seed
- Hammer Arm

Best Pony (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Lava Plume
- Stealth Rock
- Toxic
- Ancient Power

Strong Woman (Gardevoir) @ Gardevoirite
Ability: Synchronize
EVs: 252 HP / 252 Def / 4 SDef
Bold Nature
- Heal Bell
- Wish
- Hyper Voice
- Protect

This is a stall team that doesn't really let Gard play off of Bisharp or vise versa. The reason is, in practice they both lack the ability to do so unless you wanted to make both of them sweepers coming in on different threats to start. Both are frail as can be in most circumstances (Gard vs physical, Bisharp vs fight/fire/Ground... hits in general). But, there was a similarity between both of them that I saw, and that is that both have a niche on variations of stall. Gardevoir is an impressive Kyurem-black check as well as playing cleric, and bisharp deters hazards from leaving the field as well as providing an endgame.

The team's concept is to start forcing the opponent into residual damage to bother him with rocks. This, in theory, will eventually either cause him to break from residual or die from Bisharp's sweep. It generally ends with Bisharp coming in mid game and decimating when I get that clean switch.

  • Heatran is one of the best pivot hazard setters in the game, also counters talonflame for me. Mega Venu/Latios/Volcarona lacking ground moves is hard countered, as is Thundurus-i, Scizor-mega (Can kill Bisharp w/brick break), Mandibuzz, Zapdos and a host of other threats, especially those that can take a shot from Bisharp. Short of physical fight and ground moves in general, there aren't a lot of moves that heatran can't tank and set rocks on. This was useful given the fact that I didn't see a spinner worth using, so I decided to go with a defogger. To then take advantage of Bisharp, I was going to need heatran until I disabled their hazard setter.
  • Skarmory's objective is to wall off mega pinsir, as well as deterring conkeldurr, a huge threat to Bisharp. It also served to clear off my own hazards consistently, even in the face of an enemy bisharp. Taking care of most physical threats in the meta, I could rest easy that most pokemon packing Mach punch would have to knock out skarmory before they could get at Bisharp.
  • Chesnaught was added for his ability to take on Aegislash, who quickly became an issue for Mega Gardevoir, but he also will be able to slaughter off opposing Bisharps, as well as taking any attack move rotom-wash sent his way. Only Will-o-wisp could bother me, and heatran absorbed that with ease. This is one of the better stops to Gyarados-mega as well, allowing me to take any hit and 2hko it, where Mega Gyardos needs two dragon dances and 2 hits from Ice fang to 2hko back.
  • I was having issues with the Charizard-X/Y forms (Bisharp wasn't willing to take either of them before he could get +2 and sucker punch), and so I did a bit of research into counters. Gyarados turned out to be one of the best all around counters for Charizard, as intimidate forced X into a tight spot and Y couldn't get past the special bulk once invested. From there, I could easily phaze them out with dragon tail, or go rest talk if I felt it would benefit me more. He also serves as a great heatran deterrent and dragon counter in general. Surprisingly, he walks all over everything Lando-i tries to do. Landorus-i was going to be a huge threat due to earth power crushing Bisharp. Gyarados also provided my third counter to Conkeldurr... And a decent check to Infernape.
  • Gardevoir has probably been the most disappointing part of this team, but it can't be helped. Gard is the team's cleric, even if the wish bombs aren't all that big. That being said, she does have some upside compared to other clerics... The massive 165 base Special Attack, probably the highest I've ever had on a stall team. The hyper voice pixilate serves one great purpose, and that's ending Kyurem-Black. That thing is insufferable to stall once it gets behind a sub, but it has to get out or die when Gard comes in. Other than that, Gard isn't like Chansey which can come in on most anything and work, but it does have the benefit of forcing the opponent to a limited amount of options that can come in against it, something Chansey can't say. This is a fairly standard cleric set that does round out fight issues, and can be a great counter to raging dragons.
  • Bisharp is the team's late game cleaner. He waits for the opponent to show some greed to get rid of those rocks I keep up and comes in to take the boost and run with it. He does have issues with Mandibuzz, Skarmory (if WW) and a full health max Defense zapdos (rare) as defoggers, but other than that not only punishes the defogger, but can sweep. max speed just lets me outrun stuff like Rotom-wash and heatran who otherwise could end a sweep a bit earlier than needed. Even if he just gets the hazard remover, and maybe part of his check, he's generally done enough for me to exploit pressure by keeping the rocks up and forcing more switches. On games without defog, I simply let him come in clean and set a SD instead.

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I have to agree with Ajwf that these two don't have much synergy (Bisharp is afraid of fighting types that gard 4x resists but gard's physical defense is soooooo bad) I decided to go for Deosharp but with Accelgor instead of Deoxys-S as I feel he adds a lot of fast utility with fast yawn phasing and fast encores that punish set up sweepers and stealth rockers. I like to think this team is a pretty balanced offensive team and that I have some good, novel ideas in it.

Bisharp @ Dread Plate
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Substitute
- Knock Off
- Sucker Punch
- Swords Dance

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Healing Wish
- Hyper Voice
- Shadow Ball
- Psychic

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 HP / 152 Def / 104 Spd
Bold Nature
- Trick
- Hydro Pump
- Will-O-Wisp
- Volt Switch

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Lava Plume
- Stealth Rock
- Protect
- Toxic

Zygarde @ Lum Berry
Ability: Aura Break
EVs: 104 HP / 252 Atk / 152 Spd
Adamant Nature
- Dragon Dance
- Outrage
- Earthquake
- Extreme Speed

Accelgor @ Focus Sash
Ability: Unburden
EVs: 252 Spd / 252 HP / 4 Atk
Hasty Nature
- Spikes
- Encore
- U-turn
- Yawn

I decided to go with a regular offensive Bisharp but with Sub instead of SD because Sub turns SD bisharp counters (fast fighting/ground mons and burns) into non threats and allows me to draw them in and destroy them, also sub+sucker punch is a great combo for obvious reasons. Mega Gardevior is a offensive set with Healing Wish mostly for Zygarde who is decently bulky with his DD set and can definitely survive to receive a second chance at a sweep. Rotom-W fills a lot of holes in this team especially Gards steel weakness and Heatrans ground weakness not excactly creative but Chesto-resto makes a good status sponge too. (Switched to TrickScarf Rotom-W) Heatran sets up rocks and walls things with toxic+protect stalling he's my special wall and as always complements Rotom-W well.

Zygarde is incredible in combination with Accelgor, at first I thought this was gonna be AccelSharp but it turned out to be Accelgarde. Accelgor excels at both setting up spikes, ruining set up sweeps with encore (outspeeds +1 max speed DD-nite by one point), or phasing with yawn. U-turn allows me to slow turn and if the opponent stays while yawned or encored then Zygarde gets to set up for free and ruin a team with his boosted speed and power combined with excellent bulk. This combo is easily my favorite and best part of this team.

Edit: Switched from Chestoresto to TrickScarf Rotom-Wash with a mixed defensive spread. Healing Wish is more useful for healing up Rotom-W than Zygarde as Zygarde doesn't really want to switch out, and Trickscarf Rotom-W is great for crippling Defensive switch-ins.

Edit2: Switched Iron Head for Swords Dance as just Sub didn't get the power I needed out of Bisharp.


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Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 SAtk / 252 Spd / 4 SDef
Timid Nature
- Thunderbolt
- Hyper Voice
- Shadow Ball
- Focus Blast

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

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 Spd / 44 HP / 188 SAtk
Timid Nature
- Thunder Wave
- Taunt
- Hidden Power [Ice]
- Volt Switch

Goodra @ Leftovers
Ability: Gooey
EVs: 252 HP / 252 SDef / 4 SAtk
Calm Nature
- Dragon Pulse
- Flamethrower
- Toxic
- Thunderbolt

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 252 Spd / 4 Def
Jolly Nature
- Stealth Rock
- Icicle Crash
- Ice Shard
- Earthquake

Skarmory @ Leftovers
Ability: Sturdy
EVs: 232 Def / 252 HP / 24 Spd
Impish Nature
- Brave Bird
- Roost
- Defog
- Whirlwind

So when I started out making this team, I immediately noticed the offensive presence created by Mega Gardevoir and Bisharp. While Fairy-type is an incredible defensive type, it is also an amazing offensive type, hitting several very common types super-effectively, which are Fighting, Dark, and Dragon. Mega Gardevoir further increases its offensive capabilities with its ability, Pixilate. Accompanying this special attacking powerhouse is Bisharp, whose typing also got a boost in power. Being able to hit Fairies super-effectively and the boost to Knock Off make Bisharp a dangerous physical sweeper. Gardevoir's set gives her perfect neutral coverage, a powerful STAB in Pixilate Hyper Voice, and Thunderbolt for coverage. Bisharp's set is his standard sweeping set, with a good STAB in Knock Off, priority, and the ability to hit Fairies.

I figured that this team needed a good defensive core to sponge hits that are aimed at the two sweepers. Skarmory and Goodra make an excellent defensive core, covering both special and physical hits and covering Gardevoir and Bisharp's weaknesses as well as each other's almost perfectly. Skarmory is the hazard remover of the team as well as the physical wall. Defog's buff this gen has greatly improved Skarmory's role as a defensive mon. Goodra's set was designed to be able to tank almost any special attack and then hit back with a reasonably strong attack, or cripple the opponent with Toxic. And Gooey is a good ability for a special wall, as it discourages physical attacks.

To finish off this team, I decided that I needed a hazard setter and a pivot or something that could shut down an opposing support mon. A good hazard setter and a secondary physical sweeper came in the form of Mamoswine. Mamoswine is a great hazard setter, and he comes with the best STAB combo in the entire meta. And finally the pivot/support-stopper was the logical choice of Thundurus-I. With Prankster Taunt and Thunder Wave, he stops hazards, status, and sweepers in the same set. Volt Switch gives him the ability to grab momentum, and HP Ice is to hit Ground-types that you'll otherwise wall him completely.

Even if this isn't the best team (and it probably won't be), I'd really appreciate any kind of feedback to help me improve my teambuilding abilities.

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Importable
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Calm Mind
- Hyper Voice
- Psyshock
- Focus Blast

Kyurem-Black @ Leftovers
Ability: Teravolt
Shiny: Yes
EVs: 236 Spd / 56 HP / 216 SAtk
Hasty Nature
- Fusion Bolt
- Ice Beam
- Earth Power
- Substitute

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
IVs: 29 Spd
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest

Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Swords Dance
- Iron Head
- Knock Off
- Sucker Punch

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Psyshock
- Draco Meteor
- Defog
- Recover

Heatran @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Stealth Rock
- Ancient Power
- Protect
- Lava Plume

Explanation
I obviously started with the mandatory Bisharp and Mega Gard core. Heatran was then added to sponge special attacks and is my stealth rock setter. Heatran almost guarantees Scizor and Mawile don't decimate my team. (Barring CB Superpower Scizor and Max Speed +2 Knock Off Mawile) I realized the team was weak to ground so I added Rotom-W, gen VI's lovely bulky washing machine. Chesto Rest to recover in a pinch, the evs maintain bulk while outspeeding jolly Azumarill. It's also great against the tiers flying types. Talonflame was added after but I realized the team had problems with Rotom-W, Skarmory, Heatran and others. Kyurem-b has no problem handling those pokemon and when played right is deadly behind a sub. Finally I needed someone to clear hazards that isn't weak to fighting and can hold its own, so I added Latios.
Some Edits:

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Replaced Kyurem-B and Latios with Azumarill and Landorus-I to compensate for the teams severe fighting weakness.

Azumarill resists' every move on the most common Conkeldurr set (Knock Off, Mach Punch, Drain Punch, Ice Punch) and has a 75% to OHKO with play rough.

Now that Kyurem-B was replaced rocks weren't as harmful to my team, so I opted for Landorus-I over Latios. Added Psychic to ensure Bisharp isn't threatened by fighting types and can clean up late game. Added Gravity to deal with some Levitating and Flying type mons that threaten the team.

Some calcs:

252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 0 SpD Rotom-W: 432-510 (142.1 - 167.7%) -- guaranteed OHKO

252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 0 SpD Skarmory: 611-720 (182.9 - 215.5%) -- guaranteed OHKO

252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 0 SpD Gliscor: 289-341 (81.6 - 96.3%) -- 18.8% chance to OHKO after Stealth Rock

Even OHKO's max special def:
252 SpA Life Orb Sheer Force Landorus Earth Power vs. 252 HP / 252+ SpD Rotom-W: 312-369 (102.6 - 121.3%) -- guaranteed OHKO


Importable:
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 SAtk / 4 SDef / 252 Spd
Timid Nature
- Calm Mind
- Hyper Voice
- Psyshock
- Focus Blast

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 Spd
Adamant Nature
- Belly Drum
- Aqua Jet
- Waterfall
- Play Rough

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
IVs: 29 Spd
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest

Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Swords Dance
- Iron Head
- Knock Off
- Sucker Punch

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: 30 Atk / 30 Def
- Psychic
- Rock Slide
- Earth Power
- Gravity

Heatran @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 252 HP / 4 SAtk / 252 SDef
Calm Nature
- Stealth Rock
- Ancient Power
- Protect
- Lava Plume

My team for round 2 of the OUTC.
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Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 36 HP / 220 Spd
Adamant Nature
- Sucker Punch
- Iron Head
- Knock Off
- Swords Dance

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 SAtk / 252 Spd / 4 HP
Timid Nature
IVs: 30 Atk / 30 SAtk / 30 Spd
- Hyper Voice
- Psyshock
- Encore
- Shadow Ball

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 SAtk / 252 HP / 4 SDef
Modest Nature
- Hydro Pump
- Thunderbolt
- Will-O-Wisp
- Hidden Power [Grass]

Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Roost
- Defog
- Foul Play
- Whirlwind

Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Thunderbolt
- Psychic
- Thunder Wave
- Hidden Power [Ice]

Infernape @ Life Orb
Ability: Iron Fist
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Close Combat
- Flare Blitz
- Mach Punch
- Stone Edge

Upon reading this over I noticed gardevoir had 30 sp.atk ivs and 30 spe ivs, I turned them both back to 31 not sure why they were ever at 30.

Bisharp - is the set up sweep of the team, I generally wait for a good opportunity for it to come in and destroy the enemy's team during mid game or I save it as my late game sweeper. Bisharp does a great job of keeping psychic, ghost, fairy and rock types at bay it also is a great stop to set up sweepers and scarfers. I chose the life orb set with knock off over the set I normally run with substitute and leftovers because this team really needed bisharps immediate power over the ability to ease prediction.

Gardevoir - this thing is a lot better than I expected it to be, many teams are unprepared for a decently fast, insanely powerful fairy attacker. Gardevoir is a great check to conkeldurr and the insanely bulky mega venusaur, along with many other, less notable pokemon. The set I think is pretty standard other than encore which greatly helps create opportunities for bisharp to set up, other than that it stops pokemon that want to use wish+protect or set up moves. Trace is great for pokemon such as heatran and thunduros-t, although this effect is lost once I mega evo.

Rotom-w - now I don't normally mind using rotom-w as just because it's common doesn't mean it doesn't help my team considerably but I was hesitant to use it as I would have liked to show some more creativity with my team, I soon realized that no other pokemon can fill rotom-w's role. Rotom-w really helps the bisharp/gardevoir core by providing a reliable switch to fire-, steel-, and ground-type moves as well as checking a number of top tier threats, and being able to burn pokemon making it easier for bisharp to set up. The set is not any of the more common ones, I like my rotom-w to be powerful but still bulky enough to switch into lots of attacks, now that sounds like I put a lot more thought into it, where what I really did was just click the suggested evs button on the team builder. As for the moveset hydro pump is standard and needs no explanation, thunderbolt is for reliable stab with out having to switch, will-o-wisp is standard as well, and hidden power grass is purely for the water/ground types, as they have all ways been a problem for rotom-w and fitting grass coverage anywhere else was hard. I've used this set many times to great success, many tell me to run volt switch and/or pain split but I honestly dislike pain split due to it being completely dependent on the opponents health, and volt switch while the momentum is great the 20 added base power that lets me stay in and ko things like togekiss is more helpful to me most of the time.

Mandibuzz - defog support is always welcome, also foul play is great hitting for a great amount of damage and koing anything that thought it was a good idea to use swords dance, but mandibuzz is primarily a wall that is a great counter to aegislash which threatens the bisharp/gardevoir core, as well as walling most psychical attackers wanting to kill gardevoir and is able to soak up spore which is always a bonus. I wish I had more to say about mandibuzz but it's job is pretty simple.

Thundurus - originally a galvantula to provide sticky web support for the core with subpar speed, then a jolteon for a great check to a multitude of pokemon and an amazing late game cleaner, finalizing on thundorus with the simple t-wave + 3 attacks set, with psychic over focus blast, this is solely for the threat of mega venusaur, which is why my favorite pokemon jolteon no longer resides on this team, venusaur is too damn annoying against this team oh and conkeldurr is hard to deal with, with out 2 checks, but I still need a fast electric type to handle threats like mega pinsir, charizard Y, any of the ground/flying types and the dragons 4x to ice, and the priority t-wave never hurt.

Infernape - Great pokemon with powerful stabs that have amazing coverage together, and decent speed and priority to top it off, great check to a multitude of pokemon, simply an amazing revenge killer. The life orb set hurts, adding ridiculous amounts of power to it's already threatening moves, obviously I have to be careful with flare blitz as my health can go down to 50% quite easily in one turn with recoil damage + life orb damage.

Also I would like to add that I regret the lack of hazards on my team but with me using a defog user it was hard to keep them up at all with both me and the opponent constantly getting rid of them.

PS. I know ladder rankings are quite worthless as there are many other variables than my team, but with this team I'm currently have 57 win and 25 losses, at 1719 elo.

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Gardevoir @ Gardevoirite
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 SAtk / 252 Spd / 4 Def
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Will-O-Wisp
- Shadow Ball

Bisharp @ Choice Band
Ability: Defiant
EVs: 176 Spd / 252 Atk / 80 HP
Adamant Nature
- Sucker Punch
- Knock Off
- Iron Head
- Psycho Cut

Mandibuzz (F) @ Rocky Helmet
Ability: Overcoat
EVs: 252 Def / 248 HP / 8 SDef
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Foul Play
- Toxic

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 248 HP / 252 SAtk / 8 Spd
Modest Nature
IVs: 0 Atk
- Stealth Rock
- Earth Power
- Lava Plume
- Ancient Power

Gyarados @ Life Orb
Ability: Intimidate
EVs: 216 Spd / 252 Atk / 40 Def
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Ice Fang

Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 200 Spd / 252 SAtk / 56 Atk
Hasty Nature
- Substitute
- Fusion Bolt
- Ice Beam
- Earth Power

When I think of Mega Gardevoir and Bisharp, I think of super strong wall breakers. In general, I decided I needed pokemon that could support Gardevoir and Bisharp do their jobs, while still maintaining the focus on them.

Gardevoir: Gardevoir is a fantastic member to the team. Bisharp has a very glaring weakness to fighting, and Gardevoir helps to mitigate this for the team. Sure, her physical bulk is not good, but she can reliably burn the fighting type and/or KO it with either Hyper Voice or Psyshock. Speaking of hyper voice, it hits like a truck and annihilates Gliscor through a sub, so she can also reliably hurt one of Bisharp's biggest counters. Gardevoir has a lot to choose from with the last move, but I believe Shadow Ball is the most effective, as it allows you to hit fellow Psychic Types.

Bisharp: Bisharp is a Pokemon that can be interpreted in many ways, but I feel like the choice band set is the most effective for this team. This team is not overly weak to hazards, however Bisharp's presence makes defoggers very reluctant to clear the hazards away, as thanks to defiant, Bisharp gets a Swords Dance whenever it occurs. Speaking of which, I believe Bisharp is too frail to setup (even though it does have priority), and is better to be a hit a run attacker. This is partially due to Defiant and Bisharp's great typing, which allows you to switch in on Shadow Balls, Energy Balls, and weak Moon Blasts (to name a few attacks) and sometimes get a free "SD." This wonderful ability also makes Bisharp immune to Kings Shield, and get a +1 whenever someone intimidates him. Knock Off makes Bisharp a pain to switch in on, Sucker Punch provides necessary priority for a Pokemon with only 220 speed (which is used to outpace speed creeping Rotom-W), Iron Head provides nice stab against Fairies and Rock Types, and Psycho Cut Makes it so that Venusaur cannot switch in safely.

Mandibuzz: Mandy is pretty much a standard on any team I make. Defog protects Kyurem-B, Gyarados, and you from switching in on Stealth Rocks and protects Gardevoir and Bisharp from sticky web. Roost is to provide necessary recovery, and Foul Play hits very hard against physical attackers that plague Gardevoir and Bisharp. Rocky helmet, along with being able to hurt physical attackers more, means you'll always win one on one against walls reliant on Seismic toss, Knock Off, or foul play. Toxic aids Mandibuzz in annoying walls or bulky attackers. Mandy's ability is very nice too, as it makes it immune to sand/hail, sleep powder, and spore, which gives it many free switch ins.

Heatran: When most people think of Bisharp, they think Deoxys-D and Smeargle, who can set up a ton of hazards, putting more pressure on the defogger to defog. However, this team has enough offensive pressure, and I feel I'd rather use an offensive Pokemon that can set up hazards. This set is relatively odd, so let me explain it. Lava plume is a nice move that hits as hard as and has the same burn chance as Scald, which is notorious for being an amazing move. It makes physical attackers that resist fire somewhat reluctant to switch in, as a burn will instantly cripple them. Ancient Power is for nailing Talonflame hard, and hurting Charizard-Y hard, providing the Air Balloon is still intact. Earth Power allows you to hit other Heatran, providing its air balloon is gone. Stealth Rocks obviously work well with Bisharp's defiant, so all in all this Heatran is an amazing supporter for the team.

Gyarados: If one has to think of three move types that Bisharp despises, they'd obviously be Fire, Ground, and Fighting. Thus, Gyarados forms a spectacular core with it as it resists Fire and Fighting and is immune to Ground. Ground and Fighting types are typically Physical attackers, so Intimidate cripples them and lets you set up on them. You have enough speed with this set to outpace Greninja at +1. Ground/Water/Ice has great coverage, that is pretty much non-resisted among OU. However, there is one Pokemon that is widely known for resisting Ground due to its ability, that also can hurt Gyarados 4x supper effectively with its stab. That, ultra annoying Pokemon, is Rotom-W. Speaking of which...

Kyurem-B: If there's one Pokemon set that can threaten Rotom-W, it's Substitute Kyurem-B. With substitute, Kyurem-B becomes immune to Will-o-Wisp (which it honestly doesn't care about that much), and puts offensive pressure on the other team, given that Rotom-W cannot break the substitute. Thanks to Teravolt, Kyurem-B can then proceed to hit Rotom-W super-effectively with Earth Power. Teravolt is also beneficial because it allows Kyurem-B to hit Venusaur through Thick Fat and Dragonite through Multiscale. Additionally, you have enough speed with this set to outpace Excadrill.


Overall: Overall, the M-Gardevoir/Bisharp core can be very effective when paired with other appropriate Pokemon. This team has proven to be very effective for me, and I hope it's effective to anyone who tries it.

I'll have a crack at this

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This team is designed very specifically; to give Mega Gardevoir as many free turns as possible in order to break down the opponents team for a late-game sweep with SD Bisharp. This strategy is executed through the use of a VoltTurn core as well as a couple of unexpected lures designed to weaken key Pokemon on the opponent's team.

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 SpA / 252 Spe / 4 Def
Timid Nature
- Hyper Voice
- Psyshock
- Shadow Ball
- Focus Blast

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

Thundurus (M) @ Expert Belt
Ability: Defiant
EVs: 4 Atk / 252 Spe / 252 SpA
Naive Nature
- Thunderbolt
- Superpower
- U-turn
- Grass Knot

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
- Hidden Power [Ice]
- U-turn
- Earthquake
- Smack Down

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 252 HP / 252 SpD / 4 SpA
Calm Nature
- Stealth Rock
- Crunch
- Pursuit
- Stone Edge

So, the Bisharp + Mega Gardevoir core has obvious type synergy. I chose Bisharp as a win condition for the team and Gardevoir as the primary hole-puncher to clear the way for Bisharp, as nothing really likes switching into it.

Everyone realises how effective the Rotom-W + Landorus-T defensive core is, but for Mega Gardevoir they are especially good partners to cover her lacking defenses as well as bringing her in safely with Volt Switch and U turn. Lets have a look at the Pokemon that will switch into Rotom-W: Mega Venusaur, Assault Vest Conkeldurr, Goodra, Kyu-B and the Lati twins are comfortably defeated by Mega Gardevoir, while Gourgeist, Celebi, and the Blobs are bait for Bisharp.

Landorus-T lures in Mandibuzz, Gliscor, opposing Landorus, Rotom-W, and Skarmory. The first two are handled by Mega Gardevoir, while the latter three can be trickier. As a result, I chose Smack Down over Stone Edge in order to be able to hit Skarmory and Rotom-W as the switch in and make them vulnerable to EQ, which in turn makes U turn a much more valuable move, allowing me to bring in Mega Gardevoir more easily. Hidden Power Ice is there for opposing Landorus-T and is useful against SD Garchomp and Sub Gliscor in last-mon situations. The Ev spread guarantees the KO on defensive Rotom-W with Smack Down + EQ.

Thundurus also plays a semi-lure role. Like Rotom-W, it lures in Mega Venusaur and U turns out. Grass Knot also allows it to lure and weaken Hippowdon and Unaware Quagsire which will stop Bisharp from sweeping. Superpower is mainly for Excadrill and Heatran.

Tyranitar is tough to justify when the team already has a Bisharp, but it does a great job as a special wall. It gets up SR reliably which is always nice. Chople Berry is chosen basically as a security measure. It is useful against Aegislash that predict the Bisharp/TTar switch and go for Sacred Sword which means I don't have to risk Bisharp on that kind of play. It is also incredibly good against Mega Charizard Y, as it avoids the OHKO from Focus Blast in Sun. The lack of a visible item makes the opponent a little uncertain; if I haven't mega evolved with Gardevoir then the might predict Scarf Gard and Mega TTar, or they might suspect a Choice or Assault Vest set.

To sum up, the team lures Pokemon that Mega Gardevoir is not immediately threatened by, gets Gardevoir in with U turn/Volt Switch, and allows for massive hole punching to clear the way for Bisharp late game. It is far from perfect; hazards can be an issue for example. It relies heavily on momentum and offensive pressure and is just a fun team to use.

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Gardevoir (F) @ Gardevoirite
Ability: Synchronize
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
IVs: 0 Atk
- Psyshock
- Hyper Voice
- Shadow Ball
- Focus Blast

Bisharp (M) @ Dread Plate
Ability: Defiant
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Iron Head
- Sucker Punch
- Swords Dance
- Knock Off

Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SDef / 252 Spd
Jolly Nature
- Close Combat
- Earthquake
- Stone Edge
- X-Scissor

Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 36 Atk / 252 SAtk / 220 Spd
Hasty Nature
- Stealth Rock
- Psycho Boost
- Ice Beam
- Superpower

Talonflame (M) @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 SDef / 252 Spd
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Sleep Talk

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 128 Def / 24 SAtk / 108 Spd
Modest Nature
- Thunderbolt
- Heat Wave
- Roost
- Defog
QueenBishop (hehe) has some nice synergy theoretically. The roles are obvious; Gardevoir punches holes, Bisharp sweeps thereafter. I decided that this looked like the start of an HO team to me, so I started by identifying weaknesses. The most dangerous thing for the two to face seemed to be coming from the Chars, so my I decided to use Scarf Terrakion, who can beat both Chars (even if X has managed to DD once). It fit in perfectly as a revenge killer, as its coverage hits just about everything for good damage. Next came a lead (yeah I know, I thought a bit backwards here). Sticky Web wouldn't be an awful idea for the team, except that I find it to be unreliable. Usually, I find Deo-D suicide to be just fantastic, but for this one I felt that getting down a layer of Rocks, followed by a Superpower, Psycho Boost, or Ice Beam was the best way to go, as the team appreciated hole punchers. Talonflame was a natural answer to powerful Fighting types that could hack away at Mega Gardevoir and and Bisharp, and can also function as a back-up sweeper. Finally, I needed to avoid getting destroyed by Talonflame myself, so I chose Zapdos due to its useful Electric/Fire coverage and ability to Defog.
Explanation of Mega Gardevoir moveset: Hyper Voice and Psyshock allow for powerful STABs, Focus Blast lets Gardevoir hit Heatran, and Shadow Ball lets her hit Aegislash for enough damage that Bisharp can come in and get a guaranteed revenge kill.
Explanation of Deoxys-S EVs: Speed allows Deo-S to outspeed Scarf Garchomp, if I decide I'd rather take it out later. The rest are pooled in to Attack for a slightly better Superpower.
Explanation of Zapdos EVs: Speed outruns base 70s (notably Breloom and Cloyster), HP is to avoid taking extra SR damage, Defense guarantees it won't be 3HKO'd by Mega Pinsir's Return, and the rest is put in to Special Attack to give more firepower.


Deoxys-Defense @ Red Card
Ability: Pressure
EVs: 252 HP / 4 Def / 252 Spd
Timid Nature
IVs: NaN Atk
- Stealth Rock
- Spikes
- Taunt
- Thunder Wave

Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Knock Off
- Sucker Punch
- Pursuit
- Iron Head

Aegislash @ Air Balloon
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SAtk
Quiet Nature
- Shadow Ball
- Sacred Sword
- Shadow Sneak
- King's Shield

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
IVs: NaN Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Calm Mind

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature
- Outrage
- Earthquake
- Dragon Claw
- Fire Blast

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Belly Drum
- Waterfall
- Aqua Jet
- Play Rough
So I looked at the core and immediately thought of a heavy offense team. Ended up with a very standard but effective team. Goals are pretty obvious, set and maintain hazards whilst dishing out as much damage as possible. Every pokemon except Deoxys has the potential to clean endgame and as such its a very flexible and threatening team.

Deoxys-D lays multiple layers of hazards to weaken the opposition with Red Card, Thunder Wave and Taunt preventing the opponent from achieving their own goals.

Bisharp deters Defog, provides priority and Knock Off for the teams benefit and can also sweep endgame. Pursuit is for Aegislash since my Gardevoir set can't deal with it and as such it is great support.

Air Balloon Aegislash helps out by spinblocking basically everything (crucially Excadrill) and provides a one time ground immunity which the team lacks. Strong Shadow Balls wear down common defensive pokemon and its typing forces a lot of switches to rack up hazard damage. Shadow Sneak gives useful if weak priority.

Calm Mind Gardevoir breaks down a lot of defensive pokemon with ease and very few offensive pokemon like taking even unboosted Hyper Voices. Can switch into a lot of stuff with Trace and checks Rotom-W which can be annoying for the other members. It can afford to ditch Shadow Ball with Aegislash taken care of by Bisharp.

Choice Scarf Garchomp brings power, bulk and speed to further ensure I can't be swept by stuff like Zard X and Mega TTar. Makes a nice cleaner once certain pokemon are weakened. Fire blast can 2hko Skarmory which is nice for Bisharp I suppose.

Belly Drum Azumarill is my other set up sweeper and thrives in the heavy offense environment provided by the other members. Stuff like Rotom-w, Mandibuzz and Mega Venusaur can usually be weakened by Bisharp etc. Is still useful without using Belly Drum due to power and priority and can switch into Greninja who can otherwise be a pain.

So yeah like I said it doesn't get much more standard than this (sorry) but the deadline is soon so I stuck to what I knew would work. I will say Mega Gardevoir works out better than I thought it would, especially at breaking stall, although its very poor physical bulk would probably stop me from using it again. Bisharp is still amazing and is easy to build with.

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(Azumarill why u so big)
Gardevoir @ Gardevoirite
Ability: Synchronize
EVs: 248 HP / 252 Spd / 8 Def
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Calm Mind

Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spd
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance

Deoxys-Defense @ Red Card
Ability: Pressure
EVs: 228 HP / 16 Def / 16 SDef / 248 Spe
Timid Nature
- Stealth Rock
- Taunt
- Spikes
- Recover

Thundurus @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Thunder Wave
- Hidden Power [Ice]
- Thunderbolt
- Focus Blast

Azumarill @ Choice Band
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 SDef
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Superpower

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
- Icicle Crash
- Earthquake
- Ice Shard
- Superpower

With mega-Gardevoir and bisharp's amazing wall-breaking power, I decided a Hyper Offense team would fit in perfectly with these two, so I chose for that.

Bisharp: Bisharp is just completely anti-meta right now, it just checks so many threads. Also, not much wants to safely switch into Bisharp's knock off without taking a lot of damage, and even if it does, it loses it's item. SD Bisharp because it's his best set in my opinion.

Gardevoir: First I used 4 attacks mega Gardevoir, but she just didn't do any work at all. So I tried bulky CM Gardevoir who put in a lot of work, so I'm sticking with that. She can set up pretty easily against a special attacker because of her amazing special defense. She does have terrible defense, though, and only decent speed. Hyper Voice is her main stab move, with amazing 117 bp, Psyshock is her other stab move, and for hitting special walls hard. Focus Blast is there for coverage.

Deoxys-D: Deoxys-D is pretty self-explanatory. It's just my lead for setting up as much hazards as possible. Deoxys-D over S because it can usually set up more hazards, thanks to it's bulk.

Thundurus: I noticed my team was pretty slow, so Thundurus was the answer. Not only is it really fast itself, it also has prankster T-wave, making the opponent's Pokémon slower so the rest of my team can outspeed them. Thunderbolt as the main stab move, and the rest for coverage.

Azumarill: Choice band Azumarill is my main wallbreaker. Doesn't really need explanation.

Mamoswine: Ahh...Good Ol' Mamoswine. Even though I don't really see it often anymore lately, I still think it's an amazing Pokémon offensively. It literally has the best offensive stab combination in the game, and a very good 130 attack stat. Adamant over Jolly for more power.

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Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Bug Buzz
- Sticky Web
- Thunder
- Volt Switch

Gardevoir-Mega @ Gardevoirite
Ability: Pixilate
EVs: 252 SAtk / 212 Def / 44 Spd
Timid Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Destiny Bond

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head

Darmanitan @ Life Orb
Ability: Sheer Force
EVs: 252 Atk / 252 Spd / 4 SDef
Serious Nature
- Flare Blitz
- Earthquake
- U-turn
- Rock Slide

Dragonite @ Weakness Policy
Ability: Multiscale
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature
- Dragon Dance
- Outrage
- Extreme Speed
- Earthquake

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 Spd / 252 Atk / 4 HP
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Waterfall

*Galvantula is added to the team in order to support Gard and Bisharp with Sticky Web. He is fast enough to usually set SW first and can then Volt Switch out after being brought to his Sash so he can reset it later in the game. He also hits decently hard with his STABs if needed, and can handle Water types that bother Darmanitan as well as most Defoggers and all three Magic Bounce users. He can also nail MBlastoise and Starmie with Thunder if he thinks they'll switch in to Spin his Web away.

*Gardevoir has that delicious 165 Sp Atk but is held back by her base 100 Speed, which is only average in a tier where 110+ is the norm for 'high stats'. This prevents her from countering things like Garchomp, Terrakion, etc that she could otherwise beat with her powerful STAB but actually loses to because if she switches in on them she will be outsped and 2HKOed. Sticky Web remedies this. 252 SpA for obvious reasons, 212 Def to guarantee that I live a Technician Scizor Bullet Punch (and have a ~44% chance of doing the same to a Mega Scizor BP also) from full and 44+ Speed puts me at 271, which is faster than max+ Speed base 130s. Hyper Voice and Psyshock make for a wallbreaking STAB combo, Focus Blast hits Steels. Destiny Bond is used to take down a threat with me, as not much outspeeds me after SW. Gardevoir hits Fighters that threaten Bisharp hard.

*Bisharp punishes the use of Defog with Defiant. If someone wants to remove my SW, they have to deal with this monster at +2. Knock Off has terrifying power and utility both, Sucker Punch is strong priority, and both are boosted by Dread Plate. Iron Head hits Fairies, Rocks, Ices, and Dark resists harder than his main STAB, and Swords Dance can be used on forced switches to boost further. Max Speed allows Bisharp to sweep if Sticky Web stays down, as when the opponent's team is universally at -1, a fully invested 70 base Speed is no longer too shabby. Bisharp can usually deal with Steels, Poisons, and Ghosts that threaten Gardevoir with his resistance/immunity to their STAB and the sheer power behind his Knock Offs (and it's SE on Ghosts, too.)

*Darmanitan is another threatening sweeper that enjoys SW, as it can run Adamant + Life Orb rather than Jolly or a Scarf or both. Sheer Force juices up Flare Blitz and Rock Slide while negating Life Orb recoil. Superpower can smack around things like Chansey and Tyranitar, and U-Turn builds momentum for my team while still hurting like a bitch coming from a Life Orb Darmanitan. He checks Fire types that threaten Bisharp and Galvantula with his LO Sheer Force Rock Slides, and acts as an incredibly potent wall breaker/sweeper.

*Dragonite gives a much-needed Ground immunity, and, while he shares a Rock weakness with Darmanitan and Galvantula, doesn't really mind it - Bisharp can handle a lot of Rocks with his STAB, and Dragonite feasts on Rock coverage moves (as well as Ice ones) to boost his Attack with Weakness Policy. Due to Sticky Web being up, Dragonite can invest in bulk to live powerful Ice moves that standard WeakNite can't, letting him boost up with DDance and then sweep when the opponent thinks he'll be taken out. He can also of course set up all over the standard WeakNite fare. Outrage at +3 is terrifying and Earthquake rounds out his coverage, leaving a spot open for Extreme Speed as Darmanitan can eat up anything that Fire Punch would be used for.

*Azumarill also checks Rock types in case Bisharp and Dragonite go down. With Sticky Web, Azumarill can set up a Belly Drum and sweep without being hindered by its incredibly low Speed, but of course it still has Aqua Jet to take out opposing priority users and those who still outspeed it with SW up. He beats Excadrill and Donphan, two common (and one good) Rapid Spinners, clearing the way for Galvantula to reset SW lategame in preparation for a sweep from Azumarill himself, Darmanitan, Gardevoir, Dragonite, or Bisharp (or some combination of the above). He also is more of a hard-counter to Fire types than Damanitan, and he beats Fighting and Dragon types that can trouble Bisharp and Dragonite respectively, as well as the Ground types that hit Bisharp and Darmanitan and are immune to Galvantula's main STAB.

Ok, I don't know how to use sprites so I don't have pictures

My team is
Bisharp/Gardevoir-Mega/Gliscor/Smeargle/Azumarill/Infernape


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

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Hyper Voice
- Wish
- Protect
- Will-O-Wisp

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 184 Def / 252 HP / 72 Spd
Impish Nature
- Taunt
- Earthquake
- Protect
- Toxic

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 252 Spd / 252 HP / 4 SDef
Timid Nature
- Spore
- Stealth Rock
- Sticky Web
- Parting Shot

Infernape @ Choice Scarf
Ability: Iron Fist
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly Nature
- Fire Punch
- Thunder Punch
- Close Combat
- Stone Edge

Azumarill @ Choice Band
Ability: Huge Power
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Play Rough
- Waterfall
- Superpower
- Aqua Jet

This team focuses on the sweeping abilities of Bisharp, and the clerical abilities of Mega Gardevoir. Bisharp is running a Life Orb for maximum damage without locking himself in one move. With his Defiant boost and Swords Dance, he can switch into a super effective attack against Mega Gardevoir comfortably, Swords Dance on the switch, and begin to sweep. Knock Off and Iron Head are his main STAB's, and Sucker Punch at +2 can kill faster threats. Gardevoir is a cleric and a special wall, passing off Wishes to all members of the team, and crippling physical threats that attack her with Will o' Wisp. Bisharp and Gardevoir both take hits well for each other well, making them a tight core of healing and then sweeping. Gliscor is my Physical Wall that is capable of stalling and setting up Taunts, which both immobilize certain annoying Pokemon that stop Gardevoir's healing, and makes sure nothing can dodge Bisharp's Sucker Punch without switching, where Bisharp can then find an opening to Swords Dance. Smeargle is a standard hazard setter, putting pressure on the other team so they will be forced to Defog, which can give Bisharp a Defiant Boost on the switch. Azumarill is Banded, making it a wall breaker with power to take out Justified users and tougher walls that Bisharp and Gardevoir don't like. Infernape is my revenge killer, finishing pokes very close to death or coming in to avenge another member.

My vote goes to U-Ralph.

Edit: Rob. Can you update your post so I can properly quote it here?
 
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It was a tough choice for me because there were a lot of great teams this round, but in the end I decided on Knight of Cydonia. I already explained in a previous post why I thought his team put the core to good use, so there's not much of need to explain myself again, but all in all, his team covers a majority of the threats in OU and puts immense pressure on teams to the point where I hope I never see that team on the ladder. The core thrives on offensive pressure, and that team is threatening as you can get, especially with its Spikes support. Shout out to U-ralph and ShootingStarmie for also making kickass teams. It seriously was a really tough decision between those three. Keldeo just pairs so well with them as well, and both of you guys did a good job figuring that out.
 
My vote goes to Knight of Cydonia who has made a very effective Offensive (Hyper) team

Edit: Maybe i i kill myself somewhere by voting for one of my rivals :D
 
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