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Battle Spot Teambuilding Discussion & Help Thread (read post #453, page 19)

I'm not experienced at all really so take this suggestion with a (huge) grain of salt, but what about something like Scrafty?

Scrafty @ Assault Vest / Chesto Berry
Ability : Shed Skin
Adamant / Careful Nature
- Knock Off
- Drain Punch / Rest
- Bulk Up / Dragon Dance / High Jump Kick
- Bulk Up / Dragon Dance / High Jump Kick

Honestly, I've never run Scrafty myself so I'm not sure what would work best for your team in those last 2 slots, Poison Jab and Ice Punch are also considerations. Scrafty is obviously not the physical sweeper Blaziken or Charizard X are but it does give you a Knock Off user and another pokemon that can soak up some hits. Although, adding Scrafty does add a bit of a fairy weakness to your team so who knows.

Also, just wanted to say I do really like your team and will probably try this out myself on my cartridge when I get around to breeding a few of the mons I'm missing.

EDIT : After posting I realized you could just run Guts Conkeldurr with assault vest instead...so yeah...
Overall conkeldurr and scrafty kind of do the same it its do you want a set up sweeper or a mon to soak up hits. Second don't run rest on scrafty its very luck based and intimidate is something to miss out on. you could either run conkeldurr with assault vest or a set up sweeping scrafty.

Scrafty @ Lum Berry
Ability: Intimadate
Nature: Adamant / Jolly
EVs: 252 Att / 252 Spe / 4 HP
- Dragon Dance
- Knock Off
- Drain Punch
- Ice Punch / Poison Jab
 
I'm going to try and get as far as possible in The Battle of Hoenn competition coming up. Looking at the Hoenn Dex there's not many choices for pokemon. But this also makes it easier to prepare for possible problematic matches and whatnot. There being fewer choices of pokemon allows me to better predict threats.

I've put A LOT of thought into this. Probably more than I'd like to Admit. But this is what I have so Far. Please give me your feedback as well as your tips, pointers, or anything that could help me make this team better.

I was looking into the Lati@s twins. Scarfed Latios for revenge killing M-Salamence. Healing Wish Latias to bring someone back from the brink of death. Both also being able to at least check M-Manectric

Take a look at the team and let me know what all of you guys think. I'd appreciate it.

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Aggron (The Anti-Mega) @ Aggronite
Ability: Sturdy
EVs: 252 HP / 16 Def / 240 SpD
Impish Nature
  • Iron Head
  • Ice Punch
  • Earthquake
  • Thunder Wave
This is IMHO the mega you have to watch out for during the whole competition. Being able to take on the majority of the available megas in TBOH Mega Aggron can either counter, check, or severely dent most of them without much of a problem.

With just Iron Head, Ice Punch, and Earthquake he's able to hit most of this meta game's list of threats at least neutrally. For anything he can't hit hard enough he can just Thunder Wave and run. Switching to a more appropriate counter.

If that doesn't sound good enough, he's also able to hard counter Sub+DD+Roost Mega Salamence. One of if the biggest threat of this whole competition. Barely taking anything from Aerilate Return even at +6 MegAggron can retaliate back with Ice Punch, or even T-Wave for paralysis hax.

Some Notable Damage Calcs:

252+ Atk Aerilate Salamence Return vs. 252 HP / 16+ Def Mega Aggron: 29-35 (16.3 - 19.7%) -- possible 6HKO

+6 252+ Atk Aerilate Salamence Return vs. 252 HP / 16+ Def Mega Aggron: 117-138 (66.1 - 77.9%) -- guaranteed 2HKO

0 Atk Mega Aggron Ice Punch vs. 248 HP / 28 Def Salamence: 120-144 (59.7 - 71.6%) -- guaranteed 2HKO

252+ Atk Mega Blaziken Flare Blitz vs. 252 HP / 16+ Def Filter Mega Aggron: 87-103 (49.1 - 58.1%) -- 98.4% chance to 2HKO

252+ Atk Mega Blaziken High Jump Kick vs. 252 HP / 16+ Def Filter Mega Aggron: 94-112 (53.1 - 63.2%) -- guaranteed 2HKO

0 Atk Mega Aggron Earthquake vs. 4 HP / 0 Def Mega Blaziken: 122-144 (78.2 - 92.3%) -- guaranteed 2HKO

252+ Atk Huge Power Mega Mawile Sucker Punch vs. 252 HP / 16+ Def Mega Aggron: 38-45 (21.4 - 25.4%) -- 0.2% chance to 4HKO

252+ Atk Huge Power Mega Mawile Fire Fang vs. 252 HP / 16+ Def Filter Mega Aggron: 46-55 (25.9 - 31%) -- guaranteed 4HKO

0 Atk Mega Aggron Earthquake vs. 252 HP / 0 Def Mega Mawile: 84-100 (53.5 - 63.6%) -- guaranteed 2HKO

252 Atk Tough Claws Metagross Hammer Arm vs. 252 HP / 16+ Def Filter Mega Aggron: 54-64 (30.5 - 36.1%) -- 44.3% chance to 3HKO

252 Atk Metagross Earthquake vs. 252 HP / 16+ Def Filter Mega Aggron: 42-49 (23.7 - 27.6%) -- 77.8% chance to 4HKO

0 Atk Mega Aggron Earthquake vs. 0 HP / 0 Def Metagross: 72-86 (46.4 - 55.4%) -- 62.5% chance to 2HKO


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Wigglytuff @ Leftovers
Ability: Competitive / Cute Charm / Frisk
EVs: 252 Def / 4 SpA / 252 SpD
Bold/Calm Nature
IVs: 0 Atk

  • Dazzling Gleam
  • Heal Bell
  • Wish
  • Protect
This is the best Cleric/Wish Passer/Mega-Sableye counter currently available and MegAggron needs all of these. At a base 140 HP Wiggles can pass some beefy wishes while also healing any possible status affliction that might be plaguing MegAggron or any other pokemon on the team.

Did I mention that Wigglytuff is a hard counter to Mega-Sableye? Yeah you read that right. One of the most biggest and problematic threats in this metagame (in TBOH and OU) has a hard counter. Sableye can't do jack against wigglytuff with it's stabs while constantly being at risk of a 2HKO from Dazzling Gleam.

I haven't decided on the Nature or Ability yet (Competitive looking like the best one) but all in all I think Wigglytuff is a valuable asset to this team.

Some Notable Damage Calcs:

0 SpA Sableye Dark Pulse vs. 0 HP / 252 SpD Wigglytuff: 24-28 (11.1 - 13%) -- possibly the worst move ever

0- Atk Sableye Knock Off (97.5 BP) vs. 0 HP / 252+ Def Wigglytuff: 22-27 (10.2 - 12.5%) -- possibly the worst move ever


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Crobat (Brobat) @ Black Sludge
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
  • Brave Bird
  • Cross Poison
  • Roost
  • Taunt
Among the top threats of this competition their are some who can pose truly problematic. e.g. Blaziken, Ludicolo, (Mega) Gardevoir, Mega Gallade, Breloom, Azumarill just to name a few. All of whom are at least maimed by Crobat's stabs.

Two of the threats I'd like to point out are Azumarill & Breloom. Crobat having the fastest available taunt outside of prankster can shutdown Spore Breloom and Bellydrum Azumarill. Two very dangerous pokemon if left unchecked.

Not only can Crobat stop them both from causing havik but also threaten them with a KO from both of his stabs.

Outside of countering the aforementioned pokemon Crobat also acts as a revenge killer thanks to his great base 130 speed and decent attack stat combined with brave Bird.

All in all Crobat is a must for this competition.


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Machamp @ Assault Vest
Ability: No Guard
EVs: 172 HP / 252 Atk / 84 Spe
Adamant Nature
  • Dynamic Punch
  • Stone Edge
  • Knock Off
  • Bullet Punch
The only available check/counter to Mega Aggron in this competition. Mainly because of Dynamic punch. Not only is it a super effective high powered stab Against the Titan but also guarantees confusion. Possibly allowing some clutch moments in time of need.

Like I said earlier MegAggron is something that has to be prepared for. If left unchecked it WILL be a problem. I can't see myself not running Machamp in this competition.

The other moves offer great neutral to super effect coverage.

I haven't Figured out the best ev spread or item yet. But this current one looks good enough for the time being. If you have any ideas on what I should do about this please let me know.


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Gardevoir @ Choice Scarf

Ability: Synchronize/Trace

EVs: 252 SpA / 4 SpD / 252 Spe

Timid Nature

IVs: 0 Atk

  • Moonblast
  • Psyshock
  • Shadow Ball
  • Trick
My second mega sableye check/counter. With Synchronize I can switch in on a predicted will-o-wisp and burn sableye. A very amazing feat IMO. Then threaten to KO with stab Moonblast.

Gardevvoir also acts as a good revenge killer against Mega Metagross (lacking bullet punch) and Mega salamence (I'm not sure if I outspeed a jolly unboosted Mega Salamence with choice scarf. If anyone knows please tell me.)

Against any other mon I can just trick and potentially screw over their whole game plan

I was considering Trace over Synchronize but I honestly haven't decided.


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Ludicolo @ Life Orb

Ability: Swift Swim

EVs: 252 SpA / 4 SpD / 252 Spe

Modest/Timid Nature

IVs: 0 Atk

  • Hydro Pump
  • Giga Drain
  • Ice Beam
  • Rain Dance
The best Mega Swampert counter and Breloom counter I could find. Breloom can't spore me and I'm able to threaten with a KO from Ice beam. M-Swampert is threatened by a 4x weak Giga drain while being able to do nothing back.

On top of all this setting up rain lowers MegAggron's weakness to fire (but honestly doesn't seem like much considering the lack of decent fire types available)

I' might go with a timid nature so I can outspeed or speedtie opposing Ludicolo.
 
I'm going to try and get as far as possible in The Battle of Hoenn competition coming up. -Manectric

Take a look at the team and let me know what all of you guys think. I'd appreciate it.
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I think it looks pretty balanced! One small thing i saw is that you assumed blaziken will not have overheat. Cause then mega aggron will be damaged more because of his much lower special bulk. Maybe most blazikens wont run it, but on the other hand, maybe not. I am encountering some blazikens with overheat in battlespot singles oras.

And maybe you are a bit weak on the special side? Mega sceptile can 2hko your wigglytuff with leaf storm if you dont invest hp evs on it.

And your crobat cant ohko mega gardevoir with cross poison i believe, and it doesnt survive psyshock so maybe put some more hp evs in it? Would be nice to have crobat as a check to mega gardevoir, cause bullet punch From machamp cant ohko it too if my calcs are correct.
 
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Hi kantotrainer90! I'm no doubles/triples expert so I'll leave the in-depth rating to them. However a look through your team makes me think that you could be stopped by special walls such as Heatran, Cresselia or even the not as common Chansey/Blissey.

Also, we'll be able to breed the Event Emboar so I wouldn't worry about getting poor IVs :)
 
kantotrainer90 you have your thread for asking advice, there is no need for also posting here within 10 seconds of bumping your current thread. Any more bumping like this will be deleted. Pick one place and stick to it please :)
 
So, this is pretty much my first post outside of the one on the introduction page... a bit nervous here...

Anyway, my ladder rating in singles is under 1100, so don't really take what I say all to seriously. These are just a couple ideas of mine that I figured I'd try to tell you all about. So without further adoooo...

Flaffy-Taffy (Ampharos) (M) @ Ampharosite
Ability:
Mold Breaker
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
O
Agility
O Thunderbolt
O Dragon Pulse
O Focus Blast

The thing about Ampharos is that people don't want to use it. The reason for that is beyond me -- Mega Ampharos's base 165 SpAtk isn't something you see every day! The only problem is Mega Ampharos's speed (which, aside from it's dragon typing, is pretty much it's only nerf) is sheer crap. That 45 speed is basically a tuxedo Mega Ampharos is forced to wear, requiring him to be as gentlemanish as possible (after you, m'lady). To solve this, I gave my Flaffy Taffy the move Agility, which, if you don't know, raises speed by two stages. To put this in perspective, using Agility once will allow you to outspeed Mega Garchomp (a big threat, albeit an uncommon one). Two uses of Agility outspeeds normal Garchomp! Essentially, with this set, your goal is to get as many Agilities in as possible without being greedy. You really can't send out Ampharos until you think you'll have an opportunity to throw at least one Agility out there -- unless you want to take advantage of Ampharos's bulk, which isn't too bad of an idea, except Ampharos's gained Dragon Typing gives it three commonly used weaknesses... just... use Ampharos wisely!

Squarepants (Ferroseed) (M) @ Eviolite
Ability:
Iron Barbs
EVs: 128 HP / 8 Atk / 252 Def / 120 SpD
Relaxed Nature
IVs:
0 Spe
O Stealth Rock
O Spikes
O Gyro Ball
O Leech Seed

G-get it?... "Squarepants..." Because... because he's a sponge for attacks?... Like... like, he absorbs attacks without an-

Ignoring the second worst pokémon name of all time being related to this thing (the first being "Flaffy-Taffy"), Ferroseed is an extremely good pokémon if used correctly. Giving it the Eviolite, it's Def and SpDef stats surpass Ferrothorn's, making it an even better candidate for walling. The only downside to this is that unfortunately, Ferroseed does not learn Power Whip. But on the bright side, it gets Gyro Ball, the move that does more damage the slower the user is than the target. This is far stronger than Ferrothorn's G-Ball, and possibly even it's P-Whip, because if you un-invest in Ferroseed's speed stat as much as possible, it's speed becomes 13. I personally gave my Ferroseed a relaxed nature to lower the speed, and 0 Speed IVs, just to give it that, as well. Just watch out for Lando-T's and other knock-offers.

Link (Gallade) @ Choice Scarf
Ability:
Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
O
Close Combat/Drain Punch
O Zen Headbutt/Psycho Cut
O Leaf Blade/Shadow Sneak
O Poison Jab/Earthquake/[ELEMENT]Punch

I love this guy. Gallade had already been commonly known as a really powerful pokémon (and a decent special-sponge), but with this set, powerful is just an understatement.*
*of course, if you have space for a Mega Gallade on your team and think it fits better, that would be the better choice from what I can tell, but entirely up to you.
With a base speed of 80, you won't really see Gallade outspeed anything common in OU (if you play by that), as most of that tier's pokémon have base 90 speeds, but with this scarf, you'll outspeed anything that isn't an objectifying mega brown bunny. A 120 base speed combined with it's 125 base attack and 115 special defense makes what could possibly be one of the best physical sweepers in the game.
Not really though.
Anyway, that's just about all I've got for now, since I've got some homework to do, anyway. If I have the time later, I'll edit the post to put up a bit more of my pokémon, but I don't know if editing posts is a thing here yet. :P I hope you guys liked this first post, and thanks.

~Doctor Tomo
 
So, this is pretty much my first post outside of the one on the introduction page... a bit nervous here...

Anyway, my ladder rating in singles is under 1100, so don't really take what I say all to seriously. These are just a couple ideas of mine that I figured I'd try to tell you all about. So without further adoooo...

Flaffy-Taffy (Ampharos) (M) @ Ampharosite
Ability:
Mold Breaker
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
O
Agility
O Thunderbolt
O Dragon Pulse
O Focus Blast



Squarepants (Ferroseed) (M) @ Eviolite
Ability:
Iron Barbs
EVs: 128 HP / 8 Atk / 252 Def / 120 SpD
Relaxed Nature
IVs:
0 Spe
O Stealth Rock
O Spikes
O Gyro Ball
O Leech Seed



Link (Gallade) @ Choice Scarf
Ability:
Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
O
Close Combat/Drain Punch
O Zen Headbutt/Psycho Cut
O Leaf Blade/Shadow Sneak
O Poison Jab/Earthquake/[ELEMENT]Punch


Anyway, that's just about all I've got for now, since I've got some homework to do, anyway. If I have the time later, I'll edit the post to put up a bit more of my pokémon, but I don't know if editing posts is a thing here yet. :P I hope you guys liked this first post, and thanks.

~Doctor Tomo

Hey Doctor.Tomo and welcome to Battle Spot! No need to be nervous as (I think) we're pretty friendly here

Mega Ampharos is an interesting Pokemon, I know that it saw some use back in early XY which enjoyed some success on Trick Room teams, but since it's hard to pull it off in singles its Agility set saw some popularity. I just wanted to point out that it only needs one Agility boost to outspeed (non-Scarf) Garchomp with a Modest nature! Without a boost it sits at 107 speed, with the boost this becomes 214. A jolly Garchomp has 169 speed, you may be thinking of a Choice Scarfed Garchomp as that hits 253 speed, so you would in fact need two Agility boosts. For this reason I would suggest switching to a Modest nature to get some extra power from Amph's attacks

One thing about Eviolite Ferroseed (and it's a big thing) is that it is not bulkier than Ferrothorn. Its defensive stats may be higher than Ferrothorn's, but it suffers from having a low HP stat.

252+ Atk Huge Power Azumarill Superpower vs. 124 HP / 252+ Def Eviolite Ferroseed: 88-104 (65.1 - 77%) -- guaranteed 2HKO

252+ Atk Huge Power Azumarill Superpower vs. 124 HP / 252+ Def Ferrothorn: 102-120 (61.8 - 72.7%) -- guaranteed 2HKO

It may be a small difference, but it's a difference nonetheless. You may have also noticed that I used 124 HP instead of 128 like you had, this is because they both give the same stat at level 50, so you were wasting EVs there. You also did it in attack, 4 and 8 both give the same attack stat, so I've already saved you 8 EVs that can go into SpDef and give you a free point there. Make sure you don't rip your EV spreads from the OU analyses as they are optimised for level 100.

I chose to use Azumarill as Superpower is a popular move on him, and due to Ferroseed not being able to learn Power Whip, he walks all over you. If you use Ferrothorn though, he can punish an Azumarill that tries to Superpower you:

4 Atk Ferrothorn Power Whip vs. -1 252 HP / 0 Def Azumarill: 236-282 (114 - 136.2%) -- guaranteed OHKO

Just note that I used the Assault Vest Azumarill for the calcs, the Choice Band set threatens to OHKO (a 50% chance) but you can stop that by using max HP on Ferrothorn (Azu does 99% max then). Belly Drum will flat out kill you though... -1 was used in the calculation as Superpower drops Azumarills defence when used.

I myself am not that experienced with Gallade, but I've heard it's quite strong (especially its mega evolution). With the Scarf set I would probably roll with Close Combat, Zen Headbutt, Earthquake, Ice Punch.

One last thing, you've only listed 3 Pokemon! While you can only use 3 in battle in Battle Spot singles, you can still bring 6! It's important to bring a full team so that your opponent doesn't know exactly what you'll bring when you get to team preview. If you only have those 3 then they can easily chose stuff to counter them.

Good luck with your team! I hope you decide to keep hanging out here
 
I dont know for sure if anyone has put up the Sashcomp rocks lead.

Garchomp@Focus Sash
Ability: Rough Skin
Nature: Jolly
EVs: 252 Atk 4Def 252 Spe
Ourtrage
Earthquake
Rock Tomb
Stealth Rock

This set is basically guaranteed rocks :P With Rock Tomb to scout for scarf users and just for slowing down pokes/ super effective Rock. Dual stabs and a hazard setter is pretty good or it can be a sash offense if SR isn't needed for that match.
 
I dont know for sure if anyone has put up the Sashcomp rocks lead.

Garchomp@Focus Sash
Ability: Rough Skin
Nature: Jolly
EVs: 252 Atk 4Def 252 Spe
Ourtrage
Earthquake
Rock Tomb
Stealth Rock

This set is basically guaranteed rocks :P With Rock Tomb to scout for scarf users and just for slowing down pokes/ super effective Rock. Dual stabs and a hazard setter is pretty good or it can be a sash offense if SR isn't needed for that match.

Not really sure how this is related to Teambuilding, perhaps you meant to post in the general singles discussion thread? This is in fact a popular set (Focus Sash @ 37.2%, Stealth Rock @ 30.6%)
 
This is my team for Singles. I've been using a balanced team recently, as opposed to hyper offense as I've used in the past. The team seems to do alright, I feel like most of the losses are me just making dumb choices and forgetting things. Essentially it's based around an offensive core that I figured could cover a wide range of threats and weaken teams for Mega Salamence, and a defensive core to cover threats to the offensive core.

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Salamence @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thrash
- Outrage
- Earthquake
- Substitute

I started this team by trying to form a strong offensive core around mence, but honestly it's a bit underwhelming. I had a Dragon Dance set originally but I didn't use Dragon Dance much so I've been trying a Substitue set out which I don't think is that bad. I think a different mega might work out better like Kanga or maybe Charizard but I'm not sure.

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Crawdaunt @ Choice Band
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Crabhammer
- Knock Off
- Crunch
- Aqua Jet

I haveCrawdaunt to try and weaken Rotom-W as well as to have something able to beat Porygon-2, Cresselia and Landorus-T. Crawduant is also just a really powerful pokemon that I've enjoyed using in the past.

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Terrakion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Swords Dance

I wanted Terrakion to be abel to lure and beat Aegislash as well as weaken Landorus-T which is why I went with this Swords Dance set. I picked a Lum Berry mainly because he can come in on Porygon-2 fairly easily if he doesn't fear Thunder Wave. Terrakion also is my Kanga check, to be honest I don't bring Terrakion much unless the opponent has a Kangaskhan or he has an unusually good matchup. This set doesn't get as many oppurtunities to set up Swords Dance as I thought it would so maybe Life Orb set or something would be better, or just a different pokemon entirely.

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Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 248 Def / 8 Spe
Bold Nature
- Giga Drain
- Hidden Power [Ice]
- Foul Play
- Spore

I thought this team would appreciate support from Amoonguss. It has a good matchup with a lot of pokemon with this set, like Landorus-T, non band or life orb Garchomp, Azumarill, Aegislash, and Rotom-W. Also Spore can pretty much net Amoonguss a kill a match if he gets in safely. Mostly I picked Amoonguss since it could wall Azumarill and Rotom-W which I'm otherwise fairly weak to.

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Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Scald
- Ice Beam
- Flamethrower
- Slack Off

I liked Slowbro for the defensive core since he pairs decently well with Amoonguss, and can check a lot of physical threats like Blaziken and Talonflame. I went with this set honestly because it was the Slowbro that I had bred already. I don't bring Slowbro very much to matches but I think that may be because my three defensive pokemon are kind of redundant in that they all check somewhat similar threats. I think it's a fairly solid set though, I didn't think too much about the moves I picked Flamethrower over Psyshock cause I didn't think Psyshock helped too much and I don't have a great Ferrothorn switch in.

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Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Knock Off
- Explosion

Scarf Landorus-T was added because it's a really good check to a myriad of threats like Greninja, Talonflame, or Manectric. I haven't gotten to use Explosion yet as I've had U-turn in that slot for a while because I kept forgetting to change it, but I don't think U-turn is very useful that often. A big reason why I picked Landorus-T was mostly because having a scarfer makes me feel safer, and Landorus is a great scarfer.

Like I said I feel like my defensive pokemon are a bit redundant and I'm not too keen on Mega Salamence anymore. The team is pretty weak to Greninja, I have to bring Landorus unless it doesn't have Dark Pulse or Ice Beam, or I can keep a sub up with Mence somehow. I'm not really sure about what other weak spots I have though. I think I still have a little bit of trouble understanding the meta well as well as building for the pick 3 mechanic.
 
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notaraptor some of those sets are a little odd, I think you could just tweak them a bit for some more success: (comments in bold)

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Salamence @ Salamencite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Thrash Double-Edge
- Outrage Dragon Dance
- Earthquake
- Substitute

Running two lock-in moves is already a bad idea. Mega Salamence doesn't need Dragon STAB since Flying + Ground give it great neutral coverage (watch out for Rotom though). Double-Edge has the same base power as Thrash but trades being locked in for some recoil instead, but the ability to switch moves and/or switch out after one use is much better imo

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Crawdaunt @ Choice Band / Life Orb
Ability: Adaptability
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Crabhammer / Waterfall
- Knock Off
- Crunch Swords Dance / Dragon Dance
- Aqua Jet

Crabhammer may have a nice 100BP but I'm not a huge fan of inaccurate moves when there are other options available, as one miss can spell doom in 3v3, that's why I would go with Waterfall instead. You don't need both Knock Off and Crunch (especially since Crunch is inferior anyway) so I would swap it out for a boosting move (which is why I suggested Life Orb instead of the Choice Band). If you want to keep him choiced then I would roll with Superpower in that slot to help deal with stuff like Ferrothorn

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Terrakion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 SpA / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Swords Dance

This set looks fine to me, I just don't understand how you think it deals with Landorus-T... If you want a fighting type that can deal with those things reasonably well, I like to use special / mixed Blaziken. A good set to begin with could be:

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Blaziken @ Expert Belt
Ability: Speed Boost
EVs: 140 Atk / 212 SpA / 156 Spe
IVs: 30/31/30/31/31/31
Mild Nature
- Low Kick
- Overheat
- Hidden Power [Ice]
- Protect

Low Kick OHKOs standard Mega Kangaskhan, Overheat OHKOs standard Aegi in Shield Forme, Hidden Power Ice OHKOs Lando-T and Mega Salamence, Protect is to gain speed boosts. I'm not sure what benchmark the speed EVs hit because I just gave him the bare minimum in Atk and SpA to get those OHKOs, then put the rest in speed, but with Speed Boost it's not super important (after 2 you should outspeed just about everything). Needs team support to deal with Talonflame and Azumarill. If you want to breed it, aiming for all those IVs will be tough, so I would suggest letting the SpDef IV be the wildcard, it needs to be an odd number though to get HP Ice. Check out the Ditto giveaway in the 'Helpful Links' thread (stickied in this forum) if you lack the appropriate Ditto


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Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 248 Def / 8 Spe
Bold Nature
- Giga Drain
- Hidden Power [Ice]
- Foul Play
- Spore

This also looks fine, I'm just not a huge fan of Amoongus in singles, but hey if it works for you then keep using it!

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Slowbro @ Slowbronite
Ability: Regenerator
EVs: 252 HP / 252 SpA / 4 Spe
Modest Nature
- Scald
- Ice Beam
- Flamethrower
- Slack Off

This doesn't look optimal at all. If you're going to use Mega Slowbro then use the boosting wall set (Slack Off / Iron Defence / Calm Mind / Scald), otherwise just use this with an Assault Vest. There's no point trying to play Mega Slowbro like regular Slowbro

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Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpA / 252 Spe
Adamant Nature
- Earthquake
- Stone Edge
- Knock Off / U-turn
- Explosion / U-turn

A fine Pokemon in the meta, but doubles your 4x Ice weakness with Salamence. You say it deals with Greninja but that is mostly wrong. None of Lando's moves are a guaranteed OHKO so any Gren that survives / carries a Focus Sash will OHKO with Ice Beam. You say you didn't like U-turn but it really is one of the better moves that Scarf Lando can use so I would keep it in there. Maybe you could pair him with Rotom to form a Volt-Turn core and see how that works out for you
 
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Hey guys! I've been working on a couple of teams for the OR/AS era after discovering that Hail to the Thief didn't weather the change very well, and I believe I have a couple of squads that work quite well in the meta as it currently is. One of them is a fairly bog-standard Mega Salamence line-up with a few little innovations on it, and the other uses a slightly less dominating Mega Pokémon, Mega Pidgeot.

Salamence @ Salamencite
Ability: Intimidate
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Return
- Dragon Dance
- Rest
- Sleep Talk

Rotom-Heat @ Sitrus Berry
Ability: Levitate
Level: 50
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Volt Switch
- Thunderbolt
- Will-O-Wisp
- Overheat

Aegislash @ Weakness Policy
Ability: Stance Change
Level: 50
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 2 Spe
- King's Shield
- Shadow Ball
- Shadow Sneak
- Sacred Sword

Breloom @ Focus Sash
Ability: Technician
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Mach Punch
- Bullet Seed
- Rock Tomb

Clawitzer @ Choice Specs
Ability: Mega Launcher
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Modest Nature
- Dark Pulse
- Water Pulse
- Sludge Wave
- Aura Sphere

Mamoswine @ Choice Band
Ability: Thick Fat
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Icicle Spear
- Ice Shard

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Most of the Pokémon here are tried and true standards, but I threw in Specs Clawitzer to make the team at least a little bit interesting and it's actually worked wonders. The given set is capable of doing 90% to Cresselia with Dark Pulse, a similar amount of damage to Eviolite Porygon2 with Aura Sphere and straight-up OHKOs Gengar, Aegislash, Azumarill, Heatran and Landorus-T with the appropriate move while being able to take one hit from any of them. The awe-inspiring power output coming from Clawitzer, CB Mamoswine and Mega Salamence makes it easy for one of my three priority abusers to clean up. I'm running standard Sash Breloom to spread sleep, fire off Mach Punches and take names,; Physically Defensive WP Aegislash (my favourite set on this mon) to take hits from threats like Mega Kangaskhan, Mega Tyranitar (this thing actually survives +1 Crunch) and Scarf Landorus-T and swiftly dispatch them with a +2 Shadow Ball or Sacred Sword, which stings a lot even without investment, and Choice Band Mamoswine, which counters Dragons and finds itself in compromising situations a lot thanks to choice-locking. It's still really powerful though. I'm still playing around with sets on Mega Salamence, and to be honest I've found it to be somewhat underwhelming in the meta as so many people are well-prepared for it. At the moment I'm trying a bulky DD+RestTalk set to help against status, but slowly setting up doesn't really help Mence's case when literally everything carries Ice Beam. Suggestions welcome. The last Pokémon on the team that I haven't mentioned is Rotom-Heat: basically this thing is here to counter Talonflame and switch in on physical attackers that it wants to burn. Having a floating Electric-type is useful for checking Flying-types without making Landorus and Garchomp more of a problem; the Fire-types also makes burn absorption and pivoting around Heatran a lot easier. As far as weaknesses go, this team has some trouble with Rotom-Wash; if it's running enough speed to outpace Breloom then my chances of KOing with Bullet Seed are significantly reduced, and I also have a burned Breloom with it's Sash broken - obviously useless. Feel free to steal this and add on to what I've noted here n.n

As Salamence has somehow proven itself to be the weakest link here, I'm thinking of swapping it out for something with Healing Wish, most likely a bulky Psychic. Even if I don't take out Salamence, I do feel like this is a team that would benefit a lot from Healing Wish what with Clawitzer, Sash Breloom and the overall weakness to burn. As always, opinions are very welcome :]

Pidgeot @ Pidgeotite
Ability: Tangled Feet
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Protect
- Hidden Power [Ice]

Excadrill @ Choice Scarf
Ability: Mold Breaker
Level: 50
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Rock Tomb
- Stealth Rock

Azumarill @ Lum Berry
Ability: Huge Power
Level: 50
EVs: 244 HP / 252 Atk / 12 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Knock Off

Jolteon @ Life Orb
Ability: Volt Absorb
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Shadow Ball

Latios @ Choice Specs
Ability: Levitate
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Trick
- Draco Meteor
- Psyshock
- Hidden Power [Fire]

Aegislash @ Weakness Policy
Ability: Stance Change
Level: 50
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
- King's Shield
- Shadow Ball
- Shadow Sneak
- Sacred Sword

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This is a team that I built with haban012 while we were derping around in the Showdown room. It's a little more interesting than the other squad I have here, as it features some more underrated threats in the metagame and gives me an opportunity to play with some of my favourite sets. This team was built with Mega Pidgeot in mind, so most of these teammates were chosen to deal with the things that most threatened it: Electric-types, Heatran and Tyranitar. Excadrill, with it's STAB Mold Breaker Earthquake, is capable of hitting all of these threats super-effectively (including Rotom-Wash and Rotom-Heat), severely weakening or outright OHKOing them. Scarf Excadrill is also a stellar revenge killer and a solid answer to Talonflame, Zapdos and Thundurus. Azumarill solidifies the team's positive matchup against Tyranitar and Heatran and provides priority support for when Excadrill or Pidgeot can't quite OHKO something (Pidgeot's Hidden Power [Ice] is as powerful as Mega Manectric's, meaning it has similar trouble OHKOing Garchomp and some variants of Mega Salamence from full HP). The Lum Berry acts as a status cushion for the team and allows Azumarill to beat Breloom in a 1v1 lead matchup. Assault Vest Raikou was my best option for an offensive pivot and additional Talonflame answer - it still does well against Talonflame and Zapdos and gives me an option against bulky Water-types like Suicune and Mega Slowbro. The Latios slot used to be occupied by Hydreigon; I may switch it back, but I felt that a TrickSpecs Pokémon would be more beneficial versus the cheesy Chansey+Mega Slowbro stall teams I kept running into (incredibly frustrating you have no idea). Aegislash felt like the best Pokémon to round out the team with; as mentioned above, the Physically Defensive WP set is absolutely my favourite Aegislash set due to it's reliability in beating Kangaskhan and sweeping thanks to it's bulkiness relative to the 252 HP / 252 SpA set. Azumarill and Excadrill/Aegislash together give me a decent game plan for Greninja as well; bait the Gunk Shot with Azumarill and switch to a Steel-type which can either outspeed or tank a hit, KOing either way. The main weakness I see on this team is to Azumarill, particularly Belly Drum variants: especially if I go back to running Hydreigon, this team has nothing to take an Aqua Jet and retaliate effectively, and Raikou doesn't like taking even unboosted Aqua Jets. Running Thunderbolt on Latios would be beneficial to this matchup but I'm currently finding Hidden Power [Fire] much more useful for Ferrothorn and the odd Bisharp. As with the other team, feel free to steal it and let me know what you think; this team is a lot more fun to play than the other one unless you want to topple buildings with Clawitzer. :]

EDIT: Decided to replace Raikou with LO Jolteon to ease my matchup against Greninja - Raikou is OHKOed by Gunk Shot apparently :( Volt Absorb is also a lot more useful than Raikou's Pressure as I can now actually switch in on things.

The only thing I'd really want to change with this team is perhaps the Latios slot; I know I want a specially offensive Dragon in there but choosing something that doesn't straight up lose to the mentioned Chansey+Mega Slowbro core is very difficult... LO Superpower Hydreigon would help out a lot, I think, so that's what I'm trying next. It's a shame that Hydreigon gets literally nothing to deal with Azumarill... !learn hydreigon, gunk shot
 
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notaraptor some of those sets are a little odd, I think you could just tweak them a bit for some more success: (comments in bold)

Thanks for the input cant say, I've got a couple questions for you.

On the Salamence set won't the Double Edge recoil be a concern with Substitute?

What can Crawdaunt get a Dragon Dance up on? I wouldn't know how to use that set.

Out of Curiosity what don't you like about Amoonguss in Battle Spot?

What is Iron Defence on the Slowbro set for, what does it let you set up on that you wouldn't be able to otherwise?

I know Landorus-T doesn't deal with Greninja very well, though I had assumed Earthquake OHKOed. This team's really weak to Greninja, what are some good Greninja checks.
 
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Thanks for the input cant say, I've got a couple questions for you.

On the Salamence set won't the Double Edge recoil be a concern with Substitute?

What can Crawdaunt get a Dragon Dance up on? I wouldn't know how to use that set.

Out of Curiosity what don't you like about Amoonguss in Battle Spot?

What is Iron Defence on the Slowbro set for, what does it let you set up on that you wouldn't be able to otherwise?

I know Landorus-T doesn't deal with Greninja very well, though I had assumed Earthquake OHKOed. This team's really weak to Greninja, what are some good Greninja checks.
1. Yeah. Swap it for Return or Frustration.

2. I use ID + CM myself, and it works wonders. Go with 252 HP / 4 Def / 252 SpD with Calm or Bold (I use Calm) and you can wreck havoc. I even made somebody forfeit because of it!
 
1. Yeah. Swap it for Return or Frustration.

2. I use ID + CM myself, and it works wonders. Go with 252 HP / 4 Def / 252 SpD with Calm or Bold (I use Calm) and you can wreck havoc. I even made somebody forfeit because of it!

What's the use of Iron Defense on Mega Slowbro though? You certainly don't need the boosts to tank any physical attackers is it so you aren't set up fodder for something like a Mega Mence or Zard X?
 
What's the use of Iron Defense on Mega Slowbro though? You certainly don't need the boosts to tank any physical attackers is it so you aren't set up fodder for something like a Mega Mence or Zard X?
Iron Defense makes it easier for Mega Slowbro to handle physical attackers without having to spam Slack Off and wasting its precious PP. At least, from my experience, I found it easier to stay in on physical attackers that would normally force you out.
 
I've been in the process of teambuilding for BS since XY had came out. Until the BoH I hadn't actually stayed loyal to any one idea of team and as a result had bred a mix-mash of pokemon that didn't really compliment each other.

My question is if there is any school of thoughts on team building in 3v3 singles. What goes into picking a lead, a core, etc. etc. Are there defined roles like in Smogons singles?
 
looking for recommendations on my 1 poke per gen team

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Rotom-Heat @ Safety Goggles
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Overheat
- Volt Switch
- Pain Split ( thinking of changing it for trick due to Porygon2 being a problem and removing its eviolite )
- Will-O-Wisp

In the past i used the wash form and was using Charizard-Y has the team mega witch meant me having to swtich out wen facing ferrothorn and having something getting t-waved in the process witch was most of the times charizard , changing it to heat form solved this issue . also safety googles helps dealing with Spore witch was a problem i had in the past

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Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- U-turn
- Knock Off
- Rock Slide

Self explanatory its meant to intimidate and help against mega-kangaskhan in conjunction with rotom , having a scarf is also a double edge sword witch has bited me in the ass several times .
Not being locked would be nice but outspending greninja ( unless its scarfed witch i already faced )and kanga is needed

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Scizor @ Life Orb
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Brick Break
- Bullet Punch
- Knock Off
- U-turn

Was mega for a while but changed due to the fire weakness this team has gave it life orb but recoil has been off puting and getting stalled with it is an issue, changing for expert belt is in consideration
Brick Break is to deal with dual screens

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Blastoise-Mega @ Blastoisinite
Ability: Mega Launcher
EVs: 248 HP / 4 Def / 252 SpA / 4 SpD
Modest Nature
- Aura Sphere
- Water Pulse
- Ice Beam
- Dark Pulse

Decided to give this a go since it deals tons of damage and helps with water and fire weakness the team has. and it hits quite hard . Move set gives it nearly perfect coverage

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Aegislash @ Weakness Policy
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- King's Shield
- Sacred Sword
- Shadow Ball
- Flash Cannon

Solo reason this thing is here its do deal with minimize bs we see often people use wen they start loosing

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Gardevoir @ Assault Vest
Ability: Trace
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
- Moonblast
- Psyshock
- Energy Ball
- Focus Blast

My special wall , deals tons of damage in the process . energy ball is there to deal with rotom wash and focus blast for heatran


I've been in the process of teambuilding for BS since XY had came out. Until the BoH I hadn't actually stayed loyal to any one idea of team and as a result had bred a mix-mash of pokemon that didn't really compliment each other.

My question is if there is any school of thoughts on team building in 3v3 singles. What goes into picking a lead, a core, etc. etc. Are there defined roles like in Smogons singles?

My philosophy is looking for pokemons that complement each others weakness and try to be prepared to most of the stuff you could possibly face
 
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I've been playing around with this team since X/Y. Been playing Pokemon since I was Ash's age in 1999, but only got into competitive breeding/playing gen 6. This team worked really well in X/Y, so I figured I'd give it a go in ORAS after failing miserably with Mega Altaria/Slowbro stall teams. It's worked pretty well, but I feel like it still needs some work since the updated megas and tutors have changed things a bit. Most of my team is pretty standard sets, with only slight differences to catch people off guard, but tbh standard sets are standard cus... well they work. I'm open to any comments or suggestions on changing moves or subbing teammates, I can breed like nobody's business so that's nbd. BS Singles seems to favor speedily destroying things, so that's what this team is all about.


Venusaur (M) @ Venusaurite
Ability: Chlorophyll
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Giga Drain
- Sleep Powder
- Sludge Bomb
- Hidden Power [Fire]

Starts and often ends with Venusaur. First pokemon I ever had, and over 15 years later he's still the star of my team. Destroys essentially anything that isn't psychic and can't fly. Sleep powder is sometimes unreliable, but it allows safe swaps and lets him shut down things that would otherwise wall him. Spreading sleep helps the rest of the team, and with the coverage moves, you don't wanna send in another grass to avoid my powder because of the bomb and HP fire. Often use it on a predicted switch, because it's the only way to kill a lot of his counters like Talon and mega Char Y, and like I said, even if you send in a grass type, it will soon die. I've used breloom in the past, but mega Venusaur has much more bulk, a multitude of resistances, and can't be shut down by opposing grass. I usually lead with him unless there's a Talonflame out there, and then bring him back sometimes in the end.

Togekiss @ Choice Scarf
Ability: Serene Grace
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Dazzling Gleam
- Flamethrower
- Air Slash
- Trick/Aura Sphere

A surprising number of people don't expect this fluffy B2 bomber. Great bulk and it outspeeds anything that hasnt set up or is scarfed itself. Air slash for fighters, gleam/flamethrower for reliable coverage and trick for ruining trolls/stallers, though I don't use it much so I've recently been testing aura sphere instead to take care of Heatran. People often send something that they think will counter it, like a non scarfed garchomp and then sit in awe as he slashes them to oblivion. With a 60% flinch rate, he can often flinch kill someone to death that he really shouldnt be able to like Rotom or Zapdos.

Blaziken @ Life Orb
Ability: Speed Boost
Level: 50
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Flare Blitz
- Protect
- High Jump Kick
- Stone Edge

Though he shares the big two weaknesses of Venu, I've found him to be a great teammate. Quickly dispatches a large number of pokemon with insanely hard-hitting attacks. A lot of people use brave bird, but it's kinda meh for coverage, and I already have Togekiss so I chose to run Stone Edge. It surprises some pokemon who thought they could set up on me like Dragonite and Gyarados, and I often use it as a prediction of a swap. I.E. I saw they had a Talonflame or Charizard, etc. and anticipate the obvious swap when I bring Kenny in, so I use stone edge and the unsuspecting flyer gets all kinds of destroyed.

Greninja @ Focus Sash
Ability: Protean
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ice Beam
- Dark Pulse/Rock Slide
- Surf
- Hidden Power [Fire]/Gunk shot

I've been a huge greninja fan since he was my starter in Y. Then I bred a protean and we're in a complete bromance. Works well with the sash as most people would like to OHKO this speedy monster. Surf for increased power, and scald doesn't make sense when I'm spreading sleep. The standard water/ice/dark is my base here and I spent a good amount of time breeding HP fire into my man, so it's hard to justify the switch to Gunk Shot, (plus he's timid not naive) but it seems to be what people are moving toward, so I've tested it out a bit. If someone could explain why it's superior I'd be grateful. With naive and a life orb I can see taking some dudes out before getting smashed, but i dunno about sash. Perhaps I already have too much fire on the team, but it's been useful as a surprise for the steelers.

Aegislash (M) @ Weakness Policy
Ability: Stance Change
Shiny: Yes
EVs: 252 HP / 4 Atk / 252 SpA
Quiet Nature
- King's Shield
- Flash Cannon
- Shadow Sneak
- Shadow Ball

Another of my new favorites. I love this guy so much I spent the time to masuda a shiny. Plus his shiny version is just awesome looking. Covers the Psychic/Flying weaknesses of Venu and Blaziken, plus so much more, with the phenomenal Steel-Ghost typing. The best part of my set is that even if someone hits him with a super-effective move, buddy, it better be a OHKO cus weakness policy activates and he sweeps at least the one who hurt him, and then can often finish off or severely damage someone else with a +2 shadow sneak. Good late gamer and is often thrown in when I can't decide who to play.

Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Earthquake
- Outrage
- Swords Dance
- Stone Edge

Pretty standard, gets really strong with SD and dispatches a good number of mons. All three moves are at least 100 BP, and at +2 he hits like a champ. That being said, I'm not a huge Garchomp fan, but I feel like my team needs a good quaker and dragon resistances are useful... so here he sits. Seems like most everyone has a Garchomp counter though, so even when he kicks a little ass, he's stopped pretty easily.

I'll take help anywhere, but the last guy is certainly what I think is a weak spot. I've thought about a scarf set but it lacks power and is susceptible to status, plus I love my scarf togekiss. I've used DDnite here, Gliscor, and I was using Specs Zapdos, but he was a transfer so I can't use him in ORAS, and the Zapdos I caught in Y is defensive which I don't think is a good fit for the team. I've tried Tyranitar because of his ability to counter Venusaur's enemies but I can't seem to get a workable set, and its the same story with Heatran. (Though admittadly these two may be operator error.) I've used Rotom-W, but I dont really like his sets either. So, like I said, I'm open to any criticism, comments, suggestions, whatever.

"With Pokemon, as with life, you're never done learning. No matter how knowledgeable you think you are, there is someone who can help you." -Me, just now
 
That's a nice team you got there. For Greninja, I would suggest moves like Extrasensory for opposing Mega Venusaurs and Grass Knot for bulky waters like Swampert, Quagsire, and Milotic, which may cause problems for your team, excluding Mega Venusaur. If you plan on using Rock Slide on Greninja, I would consider Rock Tomb over Rock Slide because the speed drop can be really helpful sometimes.

For Blaziken, I see what you're trying to do with Stone Edge, but wouldn't Rock Slide or Thunderpunch be a safer alternative? you still KO the threats you want to, and you don't have a chance against Dragonite if Multiscale is active.

That last pokemon doesn't look like it needs any changing, and I can't think of a replacement atm. Garchomp helps with T-wave spam, so it's good for that. I'll try to think of an alternative poke later on. But you've got a nice team, and it looks like it could function well in ORAS.

Also, that's a really inspiring quote, I like it :D
 
aggronight I've merged your thread with the RMT thread, there was no need to post it on its own since it wouldn't generate too much discussion as it looks like a finished team. If you believe it to be genuinely strong then consider posting it in the Sample Teams thread.

Gunk Shot on Gren is used to get rid of things like Azumarill and Sylveon who would otherwise wall the normal special attacker set, however those sets normally run hasty / naive and (iirc) 96 Atk EVs, so I wouldn't bother running it on your Timid Gren. I would consider running Low Kick on Blaziken over High Jump Kick since the accuracy can come back to bite you, not to mention if the opponent switches in an Aegislash / Gengar etc. you lose 50% of your health..
 
Hey guys, I would just like a little approval on this team before I start breeding, so here it is. Keep in mind that this is a Serperior team (I used this for the BSLC thing, didn't do too well with it), and the teammates are kinda based on it, so replacing Serp isn't an option, sadly :(

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Snake Eyes (Serperior) @ Light Clay
Ability: Contrary
Level: 50
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
- Leaf Storm
- Reflect
- Taunt / Glare
- Light Screen

This Serperior is mostly here for team support. It gets rid of bulky waters that can plague this team, and when it can't do anything else other than that, it sets up screens to help my setup sweepers set up, like Mega Lucario, Azumarill, and Dragonite. I originally ran Glare in the third slot, but I found out that my team often lost to opposing screen users, so I ran taunt and led with Serp to stop it. People also think that Serp is a poke that they can set up a sub or boost on, so I ran taunt to stop those as well.

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Luke (Lucario) @ Lucarionite
Ability: Inner Focus
Level: 50
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Aura Sphere
- Flash Cannon
- Nasty Plot
- Substitute / Vacuum Wave

Here's an oddball. I ran Mega Luc for normals that were bothering me (P2 and Mega Kanga >_<). I chose Aura Sphere over Focus Blast due to Focus Blast's accuracy, and I can also hit Minimize Chansey 100% of the time. Flash Cannon is for fairies and complements Fighting coverage well. I chose to run Sub + Nasty Plot b/c my Mega Lucario was also getting paralyzed all the time by pokes like Ferrothorn and Cresselia, so I hide a behind and procced to set up, as they lack the power to do strong damage to Mega Lucario with screens while it's under a Sub. I originally ran Vacuum Wave, but I thought it was simply too weak, even with a +2 Boost. I've also been considering Physical Mega Lucario, but I couldn't decide what was better for my team, so I just went with special. I also ran an LO Blaziken in this pokemon slot, but it was simply dying too quickly with LO Recoil and Flare Blitz.

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Trix are for kids! (Azumarill) @ Sitrus Berry
Ability: Huge Power
Level: 50
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- Belly Drum
- Knock Off
- Aqua Jet
- Play Rough

Azumarill has been doing a great job on this team. It finds many opportunities to setup on pokemon that can't hurt it too much, and then it proceeds to sweep or at least dent the opponent's team. Aqua Jet for priority, Play Rough for STAB, and I chose Knock Off over Waterfall and Superpower because it smacks Cresselia with an OHKO if it's holding an item, which no one has expected yet so far. It also beats Aegislashes really well, especially when it gets a free turn to set up Belly Drum while Aegislash uses King's Shield.

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Sia-Chandelure (Chandelure) @ Choice Scarf
Ability: Infiltrator
Level: 50
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Fire Blast
- Trick
- Energy Ball

Aegislash was originally in this slot, but I chose to run Inflitrator Chandelure b/c my team struggles against opposing Sub pokemon, and Chandelure takes care most users of the move 1v1, like Mawiles lacking Sucker Punch, Klefki, and others. This Chandelure is scarfed to take out faster threats that it dent, like Mega Metagross, Gengar, Greninja, and other pokes. Shadow Ball and Fire Blast are both nice STABS that eliminate most pokemon weak to it, and I run energy ball purposely for LO Greninja. Energy Ball also hurts bulky waters, but it's not enough to OHKO them, so it's starting to lose purpose. Trick is to ruin bulky pokes like Cress, P2, Ferro, Chansey and more.

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Dragoniteite (Dragonite) @ Lum Berry
Ability: Multiscale
Level: 50
EVs: 4 HP / 252 Atk / 32 SpD / 220 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Fire Punch
- Extreme Speed

Also originally had Mega Mence here, but I sorta needed a poke that could absorb status, so I chose Dragonite. Dragonite is a very bulky poke with Multiscale activated, and this gives it a better of setting up at least one DD. It's also a nice stop to Brelooms at full health, since it stops spore from working for one turn and can finish it with Fire punch + Extreme speed. Fire Punch helps stop Ferrothorn from setting up hazards and all it wants all over me, since it OHKOs Ferrothorn at +1. Extreme Speed is nice priority, and nice for finishing up Talonflames. Outrage is a strong STAB move, and it seriously dents things at +1 with it.

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Player 2 (Porygon2) @ Eviolite
Ability: Trace
Level: 50
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Ice Beam
- Recover
- Foul Play
- Toxic

I had trouble with overly offensive pokemon on my team, like SD Talonflame, DD Mega Mence, SD Aegislash, and many more, so I decided to run a bulky poke like P2. Porygon2 proves to be a nice stop to most offensive sets, and it usually beats them 1v1. Ice Beam is for Dragons, Recover is for health restored, Foul Play nabs those pokemon who like to set up on P2, and Toxic stops other bulky pokes that P2 can't render with Ice Beam or Foul Play.

I just need a little approval on this team. I'm open to pokemon switches, moveset changes, and even EV changes. I haven't done anything with this team ingame yet, and I hope to have fun with it ingame. That being said, I also want it to be viable, and not be stuck in low ladder. Quick replies would be appreciated so I can start breeding my team soon. Thnx in advance to anyone who replies :)
 
Creeper3971 I don't have any big changes, just some EV suggestions. Does Serp really need max HP? His damage output sucks without investment even with the Leaf Storm boosts. I would have thought something like Leaf Storm / Hidden Power [Rock/Ground/Fire] / Dragon Pulse / Sub with a Life Orb would be the best set.

Azumarill is wasting HP and SpD EVs, drop HP to 244, SpD can come down to 4, you can put 4 in Spe (8 will make the same stat) and 4 in Def, or just put all 12 in speed.. I also prefer Superpower on the Belly Drum set over Knock Off so you aren't walled by Ferrothorn.

Dragonite is wasting a point in SpD, the only place to move it is Def since it won't make a difference in HP or Spe.
 
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