For being the best waifu ever ( ͡° ͜ʖ ͡°)
Introduction:
Hello, people of Smogon! It's your boy, Ben, here coming at you with a compilation of some of the best teams I've built in XY. This archive documents the teams that I have built from the post-Genesect era to the end of the XY metagame. I'll only be showing the ones that I feel are the most relevant, which exhibit metagame shifts and trends that popped up during this period in time and how I have dealt with them. A replay is present for a majority of the teams to demonstrate how effective the team actually was in practice. If you have any questions regarding EV spreads, movesets, team roles, matchup, etc., feel free to leave a comment or suggestion below. Do, however, take all of this with a grain of salt, as this is all food for thought n_n . That being said, let's hop right into it!
Something pleasant to listen to p:
Teams:
Team #1:
Going to start it off with a rather unique, but surprisingly effective style of hyper offense that I made right after the Genesect ban. This team relied heavily on its surprise factor in order to function as well as it would have. As one would assume that Rhyp is the rocker, Aegi a mixed attacker, nape is playing some sort of offensive role, and Lando is a special attacker, I used that to my advantage to try to break down the opponent's team, mostly by the use of lures. The team is pretty self-explanatory: lead with nape and get up rocks, while neutralizing the opposing lead and proceed to nuke things with either Aegi or Manaphy. Scarf Lando was a surprise revenge killer that baited Latis and Thundy, which were otherwise problematic for this team; Explosion was used as a last ditch effort to get off substantial damage. Megazam is a secondary revenge killer that has utility Encore, which allows it to play around Sucker Punch, CM Clefable, and the like. RP Rhyp was a late-game sweeper that usually was able to secure the win by tanking a weaker super effective hit and just running through the competition.
Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 12 HP / 252 Atk / 244 Spe
Adamant Nature
- Rock Polish
- Rock Slide
- Earthquake
- Ice Punch
Manaphy @ Wacan Berry
Ability: Hydration
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Surf
- Ice Beam
- Energy Ball
Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Encore
- Psychic
- Focus Blast
- Shadow Ball
Aegislash @ Life Orb
Ability: Stance Change
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Shadow Sneak
- Iron Head
- Head Smash
Infernape @ Focus Sash
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
IVs: 0 Atk
- Stealth Rock
- Taunt
- Overheat
- Endeavor
Landorus @ Choice Scarf
Ability: Sheer Force
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Explosion
- U-turn
Ability: Solid Rock
EVs: 12 HP / 252 Atk / 244 Spe
Adamant Nature
- Rock Polish
- Rock Slide
- Earthquake
- Ice Punch
Manaphy @ Wacan Berry
Ability: Hydration
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Surf
- Ice Beam
- Energy Ball
Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Encore
- Psychic
- Focus Blast
- Shadow Ball
Aegislash @ Life Orb
Ability: Stance Change
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Shadow Sneak
- Iron Head
- Head Smash
Infernape @ Focus Sash
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Hasty Nature
IVs: 0 Atk
- Stealth Rock
- Taunt
- Overheat
- Endeavor
Landorus @ Choice Scarf
Ability: Sheer Force
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Rock Slide
- Explosion
- U-turn
http://replay.pokemonshowdown.com/oususpecttest-126582224
Team #2:
Seeing as how tesung popularized rain during SPL, I wanted to create my own spin on it. From what I've seen, rain offense was usually just sacing 'mons one after another and doing as much damage as possible before getting KOed. I felt that momentum was especially important in order to safely bring in these threats while preserving that offensive pressure at the same time. So, I decided to role with Mega Manectric and Torn-T, as they were both fast, hard to switch into, and could abuse the rain for themselves. Specs Kingdra fit best as the swift swim abuser of choice due to its great offensive typing, acceptable bulk, and powerful STAB moves. I needed a rocks user and a switchin to Azumarill, Aegislash, Greninja, and the Latis, so what better choice was there but Ferrothorn? As for the last option, I needed another way to break stall other than Torn-T, as well as a way to check Bisharp and Conk more effectively. After browsing through my options, I came across Nasty Plot Togekiss. It offered the team good defensive synergy and it was a befitting partner for Torn-T; they both sported spammable flying STAB moves.
Politoed @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 80 Def / 180 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Encore
- Rest
Manectric @ Manectite
Ability: Lightningrod
EVs: 16 HP / 248 SpA / 244 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Thunder
- Volt Switch
- Overheat
- Hidden Power [Ice]
Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 72 Atk / 220 SpA / 216 Spe
Naive Nature
- Hurricane
- Superpower
- Taunt
- U-turn
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 68 Def / 188 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Knock Off
- Gyro Ball
Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 16 HP / 252 SpA / 240 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Hydro Pump
- Dragon Pulse
- Scald
Togekiss @ Lum Berry
Ability: Serene Grace
EVs: 72 HP / 200 SpA / 236 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Aura Sphere
- Roost
Ability: Drizzle
EVs: 248 HP / 80 Def / 180 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Toxic
- Encore
- Rest
Manectric @ Manectite
Ability: Lightningrod
EVs: 16 HP / 248 SpA / 244 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Thunder
- Volt Switch
- Overheat
- Hidden Power [Ice]
Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 72 Atk / 220 SpA / 216 Spe
Naive Nature
- Hurricane
- Superpower
- Taunt
- U-turn
Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 68 Def / 188 SpD
Relaxed Nature
IVs: 0 Spe
- Stealth Rock
- Leech Seed
- Knock Off
- Gyro Ball
Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 16 HP / 252 SpA / 240 Spe
Modest Nature
IVs: 0 Atk
- Draco Meteor
- Hydro Pump
- Dragon Pulse
- Scald
Togekiss @ Lum Berry
Ability: Serene Grace
EVs: 72 HP / 200 SpA / 236 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Air Slash
- Aura Sphere
- Roost
Team#3:
I was probably really bored when I made this team, seeing it has a Dragalge, xD . However, in all seriousness, there were very threatening 'mons running around OU, such as Thundurus, Keldeo, and Zard Y, so I figured defensive Dragalge might be viable. I decided to base this team around toxic stalling and I wanted to try out the SubToxic Aegislash set that was just introduced, so I thought, "Why not?". I needed a cleric and Wish passer that wasn't passive; Sylveon seemed appealing for this role. Skarmory, of course, was obligatory for stall at the time, seeing as it put a stop to almost half the metagame and provided hazard control. The last two slots were filled by stallbreakers in Heatran and Mandibuzz, as 500 turn battles were completely boring. Some threats included Calm Mind Landorus and Earthquake Zard X, but other than that, the team was pretty good.
Sylveon @ Leftovers
Ability: Pixilate
EVs: 248 HP / 196 Def / 64 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Heal Bell
- Hyper Voice
Skarmory @ Leftovers
Ability: Sturdy
EVs: 224 HP / 252 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Counter
- Whirlwind
Dragalge @ Black Sludge
Ability: Poison Touch
EVs: 200 HP / 92 Def / 216 SpD
Sassy Nature
- Rest
- Toxic Spikes
- Venoshock
- Dragon Tail
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Taunt
- Lava Plume
- Earth Power
Aegislash @ Leftovers
Ability: Stance Change
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- King's Shield
- Toxic
- Shadow Ball
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Roost
- Taunt
- Knock Off
- Foul Play
Ability: Pixilate
EVs: 248 HP / 196 Def / 64 SpD
Calm Nature
IVs: 0 Atk
- Wish
- Protect
- Heal Bell
- Hyper Voice
Skarmory @ Leftovers
Ability: Sturdy
EVs: 224 HP / 252 Def / 32 Spe
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Counter
- Whirlwind
Dragalge @ Black Sludge
Ability: Poison Touch
EVs: 200 HP / 92 Def / 216 SpD
Sassy Nature
- Rest
- Toxic Spikes
- Venoshock
- Dragon Tail
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Taunt
- Lava Plume
- Earth Power
Aegislash @ Leftovers
Ability: Stance Change
EVs: 240 HP / 252 SpA / 16 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- King's Shield
- Toxic
- Shadow Ball
Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 248 HP / 136 Def / 108 SpD / 16 Spe
Impish Nature
- Roost
- Taunt
- Knock Off
- Foul Play
Team #4:
I've always been intrigued with the concept of dual screen offense. At the cost of at least two turns of setting up, this allows a 'mon to not only set up safely, but be less likely to be revenge killed through priority. Deoxys-S is by far the most viable setter of dual screens, seeing as it has insane Speed coupled with Taunt and SR. Now, I needed to find strong Pokemon that could effectively utilize the screens Deoxys-S set up; BD Azumarill was the first one I thought of because of its defensive typing and strong priority. Diggersby was also a hyped-up 'mon that I wanted to try out, and I figured that it would pair nicely with Azumarill, considering that one of them weakens the opposition to the point that if it can't sweep, the other will. My mega of choice ended up being SD Zard X, as it can immediately threaten stall teams while providing Tailwind support for its teammates or for itself. Exca and Thundy are there to check opposing threats while providing Rapid Spin support for Zard and Nasty Plot for additional firepower.
Diggersby @ Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Quick Attack
- Return
- Earthquake
Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 28 HP / 228 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 0 Atk / 30 Def / 30 SpA / 30 SpD
- Thunder Wave
- Nasty Plot
- Thunderbolt
- Hidden Power [Flying]
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide
Deoxys-Speed @ Light Clay
Ability: Pressure
EVs: 160 HP / 252 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Reflect
- Light Screen
- Taunt
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 60 HP / 252 Atk / 196 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Waterfall
- Play Rough
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Tailwind
- Swords Dance
- Flare Blitz
- Outrage
Ability: Huge Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Quick Attack
- Return
- Earthquake
Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 28 HP / 228 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 0 Atk / 30 Def / 30 SpA / 30 SpD
- Thunder Wave
- Nasty Plot
- Thunderbolt
- Hidden Power [Flying]
Excadrill @ Choice Scarf
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide
Deoxys-Speed @ Light Clay
Ability: Pressure
EVs: 160 HP / 252 Def / 96 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Reflect
- Light Screen
- Taunt
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 60 HP / 252 Atk / 196 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Waterfall
- Play Rough
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Tailwind
- Swords Dance
- Flare Blitz
- Outrage
http://replay.pokemonshowdown.com/smogtours-ubers-15074
Team #5:
A 'mon that happened to be one of the biggest threats in BW has fallen off the face of the XY metagame. I felt that Volcarona had potential in the meta, but it would need an awful lot of support for it to do its job. Priority and other forms of weather abuse would usually deter it from doing much. I proceeded to pair it up with sand offense and Mega Manectric in order to overcome these obstacles. Latios is the glue, giving me a switch-in to Keldeo, Landorus, and Zard Y while providing a setup opportunity with Memento. Jolly Excadrill was used to allow me to beat Sash Mamoswine leads, as well as outspeed opposing Sand Rush Excadrill. Ttar used to be a bulkier variant with Chople Berry to reliably beat Thundy, Zard Y, and Aegislash, but I preferred max Speed to beat Lando-T and Adamant Bisharp, with enough HP to live an EQ from LeadChomp at full health. Breloom is there as an antilead and to wallbreak early-game with Spore + 3 attacks. By the way, Life Orb Adamant Focus Punch completely decimated the Scizor, Mawile, and Skarmory that thought they could switch in easily. Overall, the objective of this team is to secure a late-game sweep with Volcarona or Excadrill, as they both proved to be equally threatening given this team composition.
Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 64 HP / 12 Atk / 180 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Ice Beam
- Fire Blast
- Stone Edge
Manectric @ Manectite
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power [Ice]
Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Thunderbolt
- Memento
Volcarona @ Passho Berry
Ability: Flame Body
EVs: 136 HP / 252 SpA / 120 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Quiver Dance
- Fire Blast
- Giga Drain
- Hidden Power [Ground]
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rapid Spin
- Swords Dance
- Earthquake
- Iron Head
Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Spore
- Mach Punch
- Bullet Seed
- Focus Punch
Ability: Sand Stream
EVs: 64 HP / 12 Atk / 180 SpA / 252 Spe
Naive Nature
- Stealth Rock
- Ice Beam
- Fire Blast
- Stone Edge
Manectric @ Manectite
Ability: Lightningrod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power [Ice]
Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Thunderbolt
- Memento
Volcarona @ Passho Berry
Ability: Flame Body
EVs: 136 HP / 252 SpA / 120 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Quiver Dance
- Fire Blast
- Giga Drain
- Hidden Power [Ground]
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Rapid Spin
- Swords Dance
- Earthquake
- Iron Head
Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Spore
- Mach Punch
- Bullet Seed
- Focus Punch
http://replay.pokemonshowdown.com/ou-134615067
Team #6:
I actually outlined a skeleton for this team during the first Deoxys suspect test (with Genesect and Mega Lucario), as I thought that if Deoxys-S was going to leave, finding a suitable replacement would be in my best interest. I came across Klefki, which caught my eye with its wonderful typing, ability, and movepool. Fairy Lock's purpose is to trap an opposing 'mon for one turn, but it only works the turn you faint from the foe's attacks. So say if a Landorus, Heatran, Garchomp, etc. killed off Klefki, I could then go to Mamoswine to revenge it, as it wouldn't be able to switch out on that turn. I can also get a free turn of setup with Charizard or Manaphy without much repercussion. 0 Speed IVs where used to underspeed and OHKO Aegislash in its attack forme with Foul Play to deter any setup from the opponent. Zard X was the first choice for this team, as it was labeled as the best DDer at the time, and probably still is. Manaphy, I felt, could easily abuse screens, as it lacked the bulk that was vital to set up. A form of priority and the obligatory Stealth Rock user came in the form of Mamoswine, which also helped against opposing Breloom leads. As I was using zard, Defog support from Latios was necessary (doesn't remove my own screens) with EQ to super effectively hit Aegislash and Heatran. Thundy ends it off with well-rounded coverage and Thunder Wave support, which is always useful.
Klefki @ Light Clay
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Fairy Lock
- Reflect
- Light Screen
- Foul Play
Manaphy @ Wacan Berry
Ability: Hydration
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Surf
- Ice Beam
- Energy Ball
Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 0 Atk / 30 Def / 30 SpA / 30 SpD
- Thunder Wave
- Thunderbolt
- Hidden Power [Flying]
- Focus Blast
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Stealth Rock
- Ice Shard
- Icicle Spear
- Earthquake
Latios (M) @ Life Orb
Ability: Levitate
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Defog
- Draco Meteor
- Psychic
- Earthquake
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Fairy Lock
- Reflect
- Light Screen
- Foul Play
Manaphy @ Wacan Berry
Ability: Hydration
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Surf
- Ice Beam
- Energy Ball
Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 30 HP / 0 Atk / 30 Def / 30 SpA / 30 SpD
- Thunder Wave
- Thunderbolt
- Hidden Power [Flying]
- Focus Blast
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Stealth Rock
- Ice Shard
- Icicle Spear
- Earthquake
Latios (M) @ Life Orb
Ability: Levitate
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Defog
- Draco Meteor
- Psychic
- Earthquake
http://replay.pokemonshowdown.com/frost-ou-587371
Team #7:
An insanely fun rain team that I built with the premise of building around Agility Mega Ampharos. I started out with rain, as I felt that Mega Ampharos was too weak without Thunder. Keldeo would be a great partner for it, seeing as they cover each other's weaknesses and Specs Hydro Pump in rain has unparalleled power in the tier (it 2HKOes Venusaur, :x). The team was looking offensive, so Torn-T found its way on the team as a great stallbreaker and essential pivot. Kabutops was the Swift Swim user of choice in order to not compound a Flying-type weakness, and Aqua Jet was important to not be halted by Thundurus. Ferrothorn was a glue that patched up severe weaknesses; Chople Berry proved to be extremely useful against lead Terrakion and Specs Keldeo, as well as taking stray Focus Blasts from the genies. While theoretically this team would excel, the main issue when using this team was the shitty accuracy of everything, so caution is greatly advised :<.
Politoed @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 80 Def / 180 Spe
Bold Nature
IVs: 0 Atk
- Hypnosis
- Scald
- Encore
- Toxic
Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Aqua Jet
- Waterfall
- Stone Edge
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind
Ampharos-Mega @ Ampharosite
Ability: Mold Breaker
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Agility
- Thunder
- Dragon Pulse
- Focus Blast
Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 72 Atk / 220 SpA / 216 Spe
Naive Nature
- Hurricane
- Superpower
- Taunt
- U-turn
Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 68 Def / 188 SpD
Impish Nature
- Stealth Rock
- Leech Seed
- Knock Off
- Power Whip
Ability: Drizzle
EVs: 248 HP / 80 Def / 180 Spe
Bold Nature
IVs: 0 Atk
- Hypnosis
- Scald
- Encore
- Toxic
Kabutops @ Life Orb
Ability: Swift Swim
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Aqua Jet
- Waterfall
- Stone Edge
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind
Ampharos-Mega @ Ampharosite
Ability: Mold Breaker
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Agility
- Thunder
- Dragon Pulse
- Focus Blast
Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 72 Atk / 220 SpA / 216 Spe
Naive Nature
- Hurricane
- Superpower
- Taunt
- U-turn
Ferrothorn @ Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 68 Def / 188 SpD
Impish Nature
- Stealth Rock
- Leech Seed
- Knock Off
- Power Whip
http://replay.pokemonshowdown.com/ou-126895678
Team #8:
Originally derived from dice's sand stall team, I thought it could be changed, so I put my own interpretation on it n_n. I recall facing a nasty Regenerator core back in gen 5, so I thought to myself that the same can apply in XY, can't it? Looks pretty straightforward, so I'll just explain some of the sets. Stone Edge is used on Hippo to hit Thundy, Pinsir, and Zard Y, which are all pretty threatening to this team. Iron head Aegislash for Calm Mind Clefable and AV Torn-T, as it made for an acceptable Landorus, Venu, and Gengar switch-in. Mega Chomp is pretty legit as a mixed wallbreaker, with Substitute to avoid Sucker Punch, status, and subbing on fodder thinking they'd get a safe switch. The team is pretty Greninja weak, so having Stealth Rock off the field would be critical so that Torn-T and Amoonguss can live a Ice Beam at full, but other than that, pivoting with Aegislash would be how to deal with it.
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 240 HP / 76 Def / 192 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Stone Edge
Skarmory (F) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Defog
- Roost
- Brave Bird
- Whirlwind
Garchomp-Mega @ Garchompite
Ability: Sand Force
EVs: 52 Atk / 204 SpA / 252 Spe
Naive Nature
- Substitute
- Earthquake
- Fire Blast
- Draco Meteor
Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 112 HP / 20 Atk / 160 SpA / 216 Spe
Hasty Nature
- Hurricane
- Focus Blast
- Knock Off
- U-turn
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 120 Def / 140 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Clear Smog
- Foul Play
Aegislash @ Spell Tag
Ability: Stance Change
EVs: 248 HP / 36 Atk / 224 SpA
Quiet Nature
- King's Shield
- Shadow Sneak
- Shadow Ball
- Iron Head
Ability: Sand Stream
EVs: 240 HP / 76 Def / 192 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Stone Edge
Skarmory (F) @ Rocky Helmet
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Defog
- Roost
- Brave Bird
- Whirlwind
Garchomp-Mega @ Garchompite
Ability: Sand Force
EVs: 52 Atk / 204 SpA / 252 Spe
Naive Nature
- Substitute
- Earthquake
- Fire Blast
- Draco Meteor
Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 112 HP / 20 Atk / 160 SpA / 216 Spe
Hasty Nature
- Hurricane
- Focus Blast
- Knock Off
- U-turn
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 120 Def / 140 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Clear Smog
- Foul Play
Aegislash @ Spell Tag
Ability: Stance Change
EVs: 248 HP / 36 Atk / 224 SpA
Quiet Nature
- King's Shield
- Shadow Sneak
- Shadow Ball
- Iron Head
http://replay.pokemonshowdown.com/ou-124690382
Team #9:
This was a team I built at the start of WCOP, featuring a combination of Wisp Gardevoir and SDef Gliscor. Gliscor handles most 'mons that give Gardevoir trouble, such as Heatran, Mega Scizor, Chansey, Excadrill, etc. Also, Gard acts as a good lure that can burn unsuspecting Steel-types and make Gliscor's stalling job much easier. Between the stalling efficiency of Gliscor and the power of Gard's Hyper Voice, not much is safe against this core. Strong Fire- and Water-type moves trouble them, however, so teammates in Heatran and Amoonguss patch up this aggravating weakness. Looking through my options for a bulky Water-type, I noticed that the team was destroyed by Greninja, and my team needed a revenge killer so Scarf Keldeo fit the bill. Zapdos was there to check Bird Spam and Dragon-types, as well as acting as a form of hazard control too.
Gardevoir @ Gardevoirite
Ability: Trace
EVs: 40 HP / 248 SpA / 220 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Psyshock
- Hyper Voice
- Hidden Power [Ground]
- Will-O-Wisp
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 188 SpD / 76 Spe
Careful Nature
- Taunt
- Roost
- Toxic
- Earthquake
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Protect
- Toxic
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 120 Def / 140 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Clear Smog
- Foul Play
Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Ice]
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 228 Def / 32 Spe
Bold Nature
IVs: 0 Atk / 30 Def
- Defog
- Thunderbolt
- Hidden Power [Ice]
- Roost
Ability: Trace
EVs: 40 HP / 248 SpA / 220 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Psyshock
- Hyper Voice
- Hidden Power [Ground]
- Will-O-Wisp
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 188 SpD / 76 Spe
Careful Nature
- Taunt
- Roost
- Toxic
- Earthquake
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Protect
- Toxic
Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 120 Def / 140 SpD
Bold Nature
IVs: 0 Atk
- Spore
- Giga Drain
- Clear Smog
- Foul Play
Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Ice]
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 228 Def / 32 Spe
Bold Nature
IVs: 0 Atk / 30 Def
- Defog
- Thunderbolt
- Hidden Power [Ice]
- Roost
http://replay.pokemonshowdown.com/smogtours-ou-13390
Team #10:
Initially it was Deoxys-S over Klefki, but this team was made right before Deoxys-S was banned, so I wanted to abuse it before R2 ended in WCOP. There were two particular 'mons that I took a fancy towards, Thundy-T and Starmie. Their use competitively was almost non-existent in XY, but my philosophy is that anything can excel if given the right support :D. What caught my eye with Thundy-T is the sheer power it possessed (it OHKOes Aegislash at +2) and its typing, which was resistant to most priority while being immune to paralysis. As for Starmie, I didn't want to use yet another Lati as hazard removal, and Starmie still was able to switch into keld while hit hard. Bisharp and Mamoswine were slapped on to patch up weaknesses in the Latis and Aegislash and for much needed priority. Zard X helped against both offense and stall, which I could afford with Starmie spinning :] .
Klefki @ Light Clay
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Fairy Lock
- Foul Play
Bisharp @ Life Orb
Ability: Defiant
EVs: 72 HP / 216 Atk / 220 Spe
Adamant Nature
- Pursuit
- Knock Off
- Sucker Punch
- Iron Head
Thundurus-Therian (M) @ Life Orb
Ability: Volt Absorb
EVs: 84 HP / 232 SpA / 192 Spe
Modest Nature
IVs: 30 HP / 0 Atk / 30 Def / 30 SpA / 30 SpD
- Nasty Plot
- Agility
- Thunderbolt
- Hidden Power [Flying]
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Rapid Spin
- Hydro Pump
- Ice Beam
- Thunderbolt
Charizard @ Charizardite X
Ability: Blaze
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Tailwind
- Swords Dance
- Flare Blitz
- Outrage
Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Ice Shard
- Icicle Spear
- Earthquake
Ability: Prankster
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Reflect
- Light Screen
- Fairy Lock
- Foul Play
Bisharp @ Life Orb
Ability: Defiant
EVs: 72 HP / 216 Atk / 220 Spe
Adamant Nature
- Pursuit
- Knock Off
- Sucker Punch
- Iron Head
Thundurus-Therian (M) @ Life Orb
Ability: Volt Absorb
EVs: 84 HP / 232 SpA / 192 Spe
Modest Nature
IVs: 30 HP / 0 Atk / 30 Def / 30 SpA / 30 SpD
- Nasty Plot
- Agility
- Thunderbolt
- Hidden Power [Flying]
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Rapid Spin
- Hydro Pump
- Ice Beam
- Thunderbolt
Charizard @ Charizardite X
Ability: Blaze
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Tailwind
- Swords Dance
- Flare Blitz
- Outrage
Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Ice Shard
- Icicle Spear
- Earthquake
http://replay.pokemonshowdown.com/smogtours-ubers-14953
Team #11:
If I recall correctly, it was round 3 of WCOP when Diancie was announced to be legal, so I took it upon myself to make a team based around it (though I wasn't able to use it :c). The only thing that I found useful out of this was it being a watered-down version of Rhyperior but possessing a distinctive typing in Fairy / Rock, which isn't saying much, lol. I saw a few desperate attempts at sun offense at the time, so I decided to take a crack at it. Venusaur and Zard Y were obvious choices, so they were on the moment I said sun. As I looked through sun builds in BW, I saw a few Snorlax, which I thought would fix the Greninja weakness as well as Pursuit Latis for Zard Y. Alomomola and Latias are there for Wish and Defog support to assist the rest of the team.
Diancie @ Shuca Berry
Ability: Clear Body
EVs: 248 HP / 32 Atk / 180 Def / 48 SpD
Relaxed Nature
- Stealth Rock
- Diamond Storm
- Moonblast
- Skill Swap
Snorlax @ Assault Vest
Ability: Immunity
EVs: 216 Atk / 216 Def / 64 SpD / 12 Spe
Adamant Nature
- Body Slam
- Superpower
- Ice Punch
- Pursuit
Latias (F) @ Leftovers
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Recover
- Draco Meteor
- Hidden Power [Fighting]
- Defog
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 32 HP / 232 SpA / 244 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Sleep Powder
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 96 HP / 212 SpA / 200 Spe
Modest Nature
- Roost
- Will-O-Wisp
- Flamethrower
- Earthquake
Alomomola @ Leftovers
Ability: Regenerator
EVs: 168 HP / 244 Def / 96 SpD
Bold Nature
- Wish
- Protect
- Scald
- Knock Off
Ability: Clear Body
EVs: 248 HP / 32 Atk / 180 Def / 48 SpD
Relaxed Nature
- Stealth Rock
- Diamond Storm
- Moonblast
- Skill Swap
Snorlax @ Assault Vest
Ability: Immunity
EVs: 216 Atk / 216 Def / 64 SpD / 12 Spe
Adamant Nature
- Body Slam
- Superpower
- Ice Punch
- Pursuit
Latias (F) @ Leftovers
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpA / 30 SpD / 30 Spe
- Recover
- Draco Meteor
- Hidden Power [Fighting]
- Defog
Venusaur @ Life Orb
Ability: Chlorophyll
EVs: 32 HP / 232 SpA / 244 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Sleep Powder
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
Charizard-Mega-Y @ Charizardite Y
Ability: Drought
EVs: 96 HP / 212 SpA / 200 Spe
Modest Nature
- Roost
- Will-O-Wisp
- Flamethrower
- Earthquake
Alomomola @ Leftovers
Ability: Regenerator
EVs: 168 HP / 244 Def / 96 SpD
Bold Nature
- Wish
- Protect
- Scald
- Knock Off
http://replay.pokemonshowdown.com/oususpecttest-144119677
Team #12:
Not exactly the most creative team, but solid nonetheless. This was my rendition of a team Bloo used during WCOP, with Gyarados over Azumarill, but I thought it was worth showing anyway. SDef Gyara has validated itself as a very useful switch-in for Zard Y, Greninja, and Keldeo: 'mons that are able to apply a ton of pressure to balanced teams. A standard FWG core was made with Venusaur and Heatran to complement Gyara. SDef Gliscor and Skarmory were put on, as their stalling capabilities were necessary for a team like this. Scarf Terrakion concludes this as a reliable revenge killer to non-Aqua Jet Kabutops, Bird Spam, and Dragon Dance users.
Gyarados @ Leftovers
Ability: Intimidate
EVs: 248 HP / 80 Def / 172 SpD / 8 Spe
Careful Nature
- Rest
- Sleep Talk
- Waterfall
- Roar
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Protect
- Toxic
Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake
- Iron Head
Skarmory @ Shed Shell
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Defog
- Roost
- Brave Bird
- Whirlwind
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 192 HP / 252 SpA / 64 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Synthesis
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 188 SpD / 76 Spe
Careful Nature
- Taunt
- Toxic
- Roost
- Earthquake
Ability: Intimidate
EVs: 248 HP / 80 Def / 172 SpD / 8 Spe
Careful Nature
- Rest
- Sleep Talk
- Waterfall
- Roar
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 220 SpD / 40 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Protect
- Toxic
Terrakion @ Choice Scarf
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Earthquake
- Iron Head
Skarmory @ Shed Shell
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Defog
- Roost
- Brave Bird
- Whirlwind
Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 192 HP / 252 SpA / 64 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Synthesis
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 188 SpD / 76 Spe
Careful Nature
- Taunt
- Toxic
- Roost
- Earthquake
http://replay.pokemonshowdown.com/smogtours-ou-15025
Team #13:
This is probably the team that I enjoyed using the most in XY, which was at its best when Aegislash was banned but Mawile was not. Though it was short-lived, the team itself was my most consistent form of hyper offense that was able to deal with all relevant 'mons in OU(bar a well-played Mega Manectric and Excadrill in sand). I wanted to make a team around Toxicroak, as I knew it had unfounded potential to it, but wanted to see what it could do other than an SD set. Searching through the realms of XY UU, an interesting SubBelch set came up, so I rolled with that. Bisharp and Thundy were partners that seemed appropriate, as they were able to beat Toxicroak's counters in Gengar, Gliscor, and Lando-T while not being complete deadweight against stall. Scarf Bisharp is there to reliably dispose of Gengar, the Latis, and Greninja, while being able to revenge +1 Mega Gyarados, opposing Bisharp, and Mamoswine. SD Lum Garchomp fit as the team's rocker, as it was capable of wallbreaking early-game and to avoid debilitating status conditions such as burn, sleep, and confusion. Mawile is there to soften walls up with Memento Latios to help set up, all of which aid in a Toxicroak sweep.
Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 32 HP / 224 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Outrage
Toxicroak @ Salac Berry
Ability: Dry Skin
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Belch
- Focus Blast
Bisharp @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pursuit
- Knock Off
- Iron Head
- Low Kick
Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 88 HP / 168 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Taunt
- Volt Switch
- Hidden Power [Ice]
Mawile @ Mawilite
Ability: Intimidate
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Play Rough
- Fire Fang
Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Surf
- Memento
Ability: Rough Skin
EVs: 32 HP / 224 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Outrage
Toxicroak @ Salac Berry
Ability: Dry Skin
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Nasty Plot
- Belch
- Focus Blast
Bisharp @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pursuit
- Knock Off
- Iron Head
- Low Kick
Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 88 HP / 168 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Taunt
- Volt Switch
- Hidden Power [Ice]
Mawile @ Mawilite
Ability: Intimidate
EVs: 132 HP / 252 Atk / 124 Spe
Adamant Nature
- Swords Dance
- Sucker Punch
- Play Rough
- Fire Fang
Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Surf
- Memento
http://replay.pokemonshowdown.com/oususpecttest-145440249
Team #14:
Got the skeleton of this team from my buddy Stathakis, but revamped it to my liking. I was always a fan of the concept of Trick Room, and this happens to be a well-built representation of what a semi-Trick Room team is supposed to look like. Band Azu and SD Mawile is a deadly combo, especially with Trick Room support from Celebi. It can also give them safe switch-ins because of its slow Baton Passes, which are always welcome. Chandy is there in place of Heatran, as I found it to be a better stallbreaker as far as this team is concerned. Thundy offers much-needed Speed out of Trick Room and provides Thunder Wave support for teammates to revenge kill if Trick Room is not up. Rocky Helmet Garchomp is used in order to wear down Talonflame and Bisharp, which are annoying otherwise.
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 32 HP / 224 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Outrage
- Earthquake
- Fire Blast
Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast
Chandelure @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 176 HP / 132 SpA / 200 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Taunt
- Will-O-Wisp
- Hex
Celebi @ Leftovers
Ability: Natural Cure
EVs: 240 HP / 176 Def / 60 SpD / 32 Spe
Bold Nature
IVs: 0 Atk
- Trick Room
- Giga Drain
- Recover
- Baton Pass
Azumarill @ Choice Band
Ability: Huge Power
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
Mawile @ Mawilite
Ability: Intimidate
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Swords Dance
- Play Rough
- Sucker Punch
- Fire Fang
Ability: Rough Skin
EVs: 32 HP / 224 Atk / 252 Spe
Jolly Nature
- Stealth Rock
- Outrage
- Earthquake
- Fire Blast
Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Focus Blast
Chandelure @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 176 HP / 132 SpA / 200 Spe
Modest Nature
IVs: 0 Atk
- Substitute
- Taunt
- Will-O-Wisp
- Hex
Celebi @ Leftovers
Ability: Natural Cure
EVs: 240 HP / 176 Def / 60 SpD / 32 Spe
Bold Nature
IVs: 0 Atk
- Trick Room
- Giga Drain
- Recover
- Baton Pass
Azumarill @ Choice Band
Ability: Huge Power
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off
Mawile @ Mawilite
Ability: Intimidate
EVs: 56 HP / 252 Atk / 200 Spe
Adamant Nature
- Swords Dance
- Play Rough
- Sucker Punch
- Fire Fang
Team #15:
A popular rain team at the time featured Mega Heracross as its way to dispose of rain's usual checks and counters, such as Ferrothorn, Chansey, and Venusaur. While I fancied the idea myself, I felt that Lucario would also work in a similar fashion, but with the benefit of having Extreme Speed to pick off weakened threats such as Talonflame and Thundy. LO Chomp is the SR user in order to punch holes right off the bat with Aqua Tail to lure Lando-T and Gliscor for Lucario to sweep. The team was in desperate need of momentum, and Mega Manectric was what I saw fit, as it checked Thundurus, Bird Spam, etc. Static is used, as Lightning Rod is punishable by Gard switching in and getting a kill with Hyper Voice, if you were wondering. Kingdra is used over Omastar, as the extra power wasn't really necessary and consistency was preferrable. Scarf Latios was used over LO Latios, as outspeeding Greninja and other faster 'mons early in the match was more beneficial than a slight power boost, as well as crippling common switch-ins in Clefable and Ferrothorn.
Politoed @ Damp Rock
Ability: Drizzle
Shiny: Yes
EVs: 120 HP / 248 SpA / 140 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Ice Beam
- Encore
Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 32 HP / 248 SpA / 228 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Draco Meteor
- Dragon Pulse
- Sleep Talk
Latios (M) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Thunder
- Psyshock
- Trick
Manectric @ Manectite
Ability: Static
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder
- Volt Switch
- Overheat
- Hidden Power [Ice]
Garchomp @ Life Orb
Ability: Rough Skin
EVs: 8 HP / 248 Atk / 252 Spe
Adamant Nature
- Stealth Rock
- Outrage
- Earthquake
- Aqua Tail
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Extreme Speed
- Close Combat
- Iron Tail
Ability: Drizzle
Shiny: Yes
EVs: 120 HP / 248 SpA / 140 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Ice Beam
- Encore
Kingdra @ Choice Specs
Ability: Swift Swim
EVs: 32 HP / 248 SpA / 228 Spe
Modest Nature
IVs: 0 Atk
- Hydro Pump
- Draco Meteor
- Dragon Pulse
- Sleep Talk
Latios (M) @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Thunder
- Psyshock
- Trick
Manectric @ Manectite
Ability: Static
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunder
- Volt Switch
- Overheat
- Hidden Power [Ice]
Garchomp @ Life Orb
Ability: Rough Skin
EVs: 8 HP / 248 Atk / 252 Spe
Adamant Nature
- Stealth Rock
- Outrage
- Earthquake
- Aqua Tail
Lucario @ Life Orb
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Swords Dance
- Extreme Speed
- Close Combat
- Iron Tail
http://replay.pokemonshowdown.com/ou-152066254
Team #16:
Hey guys tesung here and thanks to ben for letting me include this in here, it is probably the best team I've ever built and was very successful for me (8-1 in smogon tour, killed ladder, etc). Basically, this team was built back before Jirachi and Starmie had established themselves in the meta; it was built around the fact that Starmie allowed a stall team to remain aggressive and use its own hazards. The team does have some weaknesses, but a lot of them can be played around with offensive pressure, hazards, etc. Anyway, Starmie is using the best defensive set, which, of course, I didn't create; however, I was the first one to use it that I saw. While the set has some limitations, it does its job perfectly of checking Keldeo, switching into status with ease, and beating nearly every Stealth Rock user. Chesnaught is there to check most physical 'mons, especially DD Gyara, Excadrill, and Lando-T. It is fast with Wood Hammer for Belly Drum Azumarill, but considering its decline, you could probably run a slow set with Hammer Arm. Jirachi provides a full counter to the Lati twins, a great Gard/Clef answer, and utility with Wish, as well as a good Greninja check. Aerodactyl's set is one that I "innovated" (stole from UU), checking Landorus and just having good coverage overall, while beating some stall teams in theory (now that Slowbro exists, Toxic could be cool over Taunt). Anyway, Heatran is standard; I think we all know what it does (run a lot of Speed now that offensive Scizor is popular). Lastly, Clefable is just an amazing win condition that can beat an insane amount of 'mons 1v1 and counter half the metagame. You could run 96 SpDef with a Calm nature to have an easier time against Greninja, but that spread is for fgts and I like the physical bulk a lot for CM Clef.
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 96 SpD / 160 Spe
Careful Nature
- Wish
- Protect
- Body Slam
- Iron Head
Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 248 HP / 40 Def / 220 Spe
Impish Nature
- Spikes
- Spiky Shield
- Leech Seed
- Wood Hammer
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 84 SpD / 176 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Protect
- Toxic
- Lava Plume
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Calm Mind
- Soft-Boiled
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 16 Def / 244 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Recover
- Reflect Type
Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 140 HP / 164 Atk / 204 Spe
Adamant Nature
- Aerial Ace
- Aqua Tail
- Taunt
- Roost
Ability: Serene Grace
EVs: 252 HP / 96 SpD / 160 Spe
Careful Nature
- Wish
- Protect
- Body Slam
- Iron Head
Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 248 HP / 40 Def / 220 Spe
Impish Nature
- Spikes
- Spiky Shield
- Leech Seed
- Wood Hammer
Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 84 SpD / 176 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Protect
- Toxic
- Lava Plume
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
IVs: 0 Atk
- Moonblast
- Flamethrower
- Calm Mind
- Soft-Boiled
Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 16 Def / 244 Spe
Timid Nature
IVs: 0 Atk
- Rapid Spin
- Scald
- Recover
- Reflect Type
Aerodactyl @ Aerodactylite
Ability: Unnerve
EVs: 140 HP / 164 Atk / 204 Spe
Adamant Nature
- Aerial Ace
- Aqua Tail
- Taunt
- Roost
http://replay.pokemonshowdown.com/smogtours-ou-20799
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