Project Team Building Shop Redux [CLOSED FOR REQUESTS, BUILDING]

Status
Not open for further replies.
They ask me what I do and who I do it for
And how I come up with this shit up in the studio!

490.png
385.png
641-therian.png
697.png
428-mega.png
036.png

Lopunny-Mega (F) @ Lopunnite
Ability: Scrappy
Shiny: Yes
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Fake Out
- Ice Punch
- Frustration

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 136 SpD / 120 Spe
Careful Nature
- Stealth Rock
- Body Slam
- Iron Head
- U-turn

EstebanJulioRobertoMontoyaDelaRosaRamirez (Clefable) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 160 Def / 96 SpD
Calm Nature
- Thunder Wave
- Moonblast
- Soft-Boiled
- Flamethrower

Manaphy @ Leftovers
Ability: Hydration
EVs: 96 HP / 248 SpA / 164 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Hidden Power [Fire]
- Energy Ball
- Scald

Tyrantrum (M) @ Choice Band
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Head Smash
- Outrage
- Fire Fang

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Focus Blast
- Knock Off
- U-turn
BlazeLatias

Alright the original core here was Jirachi, Mega Lopunny, and Tyrantrum. Tyrantrum is a powerful mon with a new interesting ability which is why I took this core. It has the power/typing to break pokemon that Lopunny has trouble getting passed such as M-Slowbro, Skarmory, Clefable, and Talonflame. It really gives the team a great weapon against all archetypes because your opponent will be forced to sack a mon every time it gets a free switch in. Tyrantrum does have some problems, which stem from it easily being revenged by common priority moves (bullet punch / mach punch) and common weaknesses. Sadly, Lopunny shared some of the same weaknesses, so this problem had to be addressed. The team was weak to Fighting and Ground at this point so I added T-Wave Clefable & Assault Vest Tornadus. T-Wave is preferred over Calm Mind on Clefable because the team struggled with setup sweepers, especially M Charizard-X. Tornadus-Therian is pretty bulky and it's able to replenish it's own health through Regenerator, which only adds to its longevity/ability to annoy opposing teams. Both mons compliment Jirachi and all three form a formidable core that's able to handle most threats. Jirachi and Tornadus are great pivots and they should make it easier to execute your strategies. When building balanced teams I like to have multiple mons that could handle many different viable mons. This is extremely important, if your team isn't properly balanced than your opponent could just easily weaken your only check to a mon they have and then clean sweep from there. It's hard to prepare for everything in ORAS because of the power creep, the abundance of many different viable mon's, and the 232444343 move tutors. Manaphy was chosen as the last pokemon. For this team it can run two different movesets, CM / Rain Dance / Scald / Rest or Tail Glow / Scald / Hidden Power [Fire] / Energy Ball. The latter helps the team break down opposing teams so M-Lopunny can sweep and the former helps against the plethora of offensive threats. Energy Ball is for bulky water types that may cause some trouble like M-Slowbro, Rotom-W, and Azumarill. Hidden Power [Fire] is the lure for Ferrothorn and Scizor. I usually don't build balance but I like the core, hope you enjoy the team.

Huge thanks for this rob. Team looks fantastic huge props for this. Will test this out later today as this looks like a ton of fun to use. Great job again.
 
darkrai147

heracross-mega.png
kyurem-black.png
starmie.png
scizor.png
garchomp.png
latios.png

Heracross @ Heracronite
Ability: Moxie
EVs: 40 HP / 252 Atk / 216 Spe
Jolly Nature
- Close Combat
- Swords Dance
- Rock Blast
- Pin Missile

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 32 SpA / 224 Spe
Naive Nature
- Ice Beam
- Outrage
- Iron Head
- Fusion Bolt

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hidden Power [Fire]
- Psyshock
- Rapid Spin
- Hydro Pump

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 SpD
Adamant Nature
- U-turn
- Bullet Punch
- Pursuit
- Superpower

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 164 HP / 252 Def / 92 Spe
Impish Nature
- Earthquake
- Stealth Rock
- Fire Blast
- Dragon Tail

Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Psyshock
- Draco Meteor
- Roost

Its a pretty weird core, but it was really fun to build around. The ev spread on mega hera is out pace bisharp and kyu-b spread is to outpace the entire non scarf based meta. I noticed your running kyurem-b, so it was necessary to run a spinner. I decided on running starmie, as starmie is pretty much the best offensive spinner in the tier and offers a nice keldeo check. I also decided to run Hp Fire on starmie, because kyu-b hates ferrothorn and mega hera had a difficult time taking it out, since who wants to stay in against mega hera with a ferrothorn. So I decided to run hp fire on starmie to hit the ferrothorn switch ins and to check scizor.. The team lacks any dragon resist and fairy, so I decided on running banded scizor as it offers a nice fairy and dragon check for all HO teams. I then added defensive chomp to check threats such as mega lopunny, mega metagross, talonflame, scizor, and bisharp. I ran fire blast over toxic to hit steel types that bother kyu-b and to check mega scizor. The speed ev's give mega chomp enough speed to out pace jolly bisharp. I added latios, because I needed another ground resist/immunity and a mega man check, lando check, and keldeo check, as starmie lacks recovery and can get weakened fast. I ran a calm mind set, because I wanted something to deal with stall a little bit better. Zard x is also a huge threat to the team. I dealt with it by bring in chomp on flare blitz and then switching to scizor on dclaw and repeated. Or I just got it in range for bullet punch. It was a fun team to build and to use. Enjoy the team :]

quagback2qc

tentacruel.png
heatran.png
chesnaught.png
334-mega.png
450.png
bronzong.png


Tentacruel @ Black Sludge
Ability: Liquid Ooze
EVs: 248 HP / 216 Def / 28 SpD / 16 Spe
Timid Nature
- Toxic Spikes
- Rapid Spin
- Scald
- Sludge Bomb

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Ancient Power
- Taunt

Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Leech Seed
- Drain Punch
- Spikes
- Wood Hammer

Altaria @ Altarianite
Ability: Natural Cure
Happiness: 0
EVs: 252 HP / 76 Def / 180 Spe
Impish Nature
- Dragon Dance
- Frustration
- Refresh
- Roost

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Crunch
- Slack Off
- Whirlwind
- Earthquake

Bronzong @ Colbur Berry
Ability: Levitate
EVs: 248 HP / 56 Def / 204 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Earthquake
- Hidden Power [Ice]
- Stealth Rock

Tenta + Heatran was pretty solid core and was very fun to build around. I changed the tenta spread to the more standard spread, which allows you to avoid the 2hko from life orb gengar shadow ball and mega charizard y solarbeam or fireblast after rocks. The spread also allows you to outspeed defensive lando-t, neutral nature mega alt, and base 70s. I generally liked knock off on tenta, but because hippo takes on gengar with crunch, I decided to run Sludge Bomb as azumarill was a huge threat to this team. I also ran ancient power over stealth rocks on heatran, because I had the ability to run rocks on something else, and ancient power helped against stall breaker talonflame. I added chesnaught on the team, because the initial core was weak to ground and mega gyarados, so chesnaught was the perfect fit. Chesnaught also got access to spikes, so your team has all 3 types of hazards. I ran wood hammer, so you wouldn't get 6-0d by feraligatr. The next mon I chose was mega alt, because I needed another keldeo check, zard y counter, zard x counter, dragon counter in general, and something to break stall. The spread is one of my own creations I used on a mega alt team in the past. It allows you to setup on a variety of threats such as zard y, lando-t, latios, mega lop, and tyranitar. I then proceeded to add hippo, because mega man was kinda annoying and life orb gengar was a huge threat. Hippo also has access to whirlwind, which works great with spikes, toxic spikes, and stealth rocks. The final mon I added was bronzong. I stole the set from AM ,but I replaced rest with rocks, so heatran could run ancient power to counter tflame better. Bronzong counter lando-i, mega garde, mega alt, and togekiss. It pretty much takes on everything that the rest of the team could not handle. Overall it was fun building and using this team, and it worked pretty well. Enjoy the team :]

2nd team gets 6-0 by tg mana.
 
zwgiantsfan
392.png
479w.png
380.png
latest
212.png
473.png

Infernape @ Life Orb
Ability: Iron Fist
EVs: 168 Atk / 88 SpA / 252 Spe
Naive Nature
- Fire Blast
- Close Combat
- Mach Punch
- Grass Knot

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 212 Def / 48 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Will-O-Wisp
- Volt Switch
- Pain Split

Latias (F) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Psyshock
- Hidden Power [Fire]
- Defog
- Healing Wish

Altaria @ Altarianite
Ability: Cloud Nine
Happiness: 0
EVs: 248 HP / 28 Atk / 76 Def / 4 SpD / 152 Spe
Adamant Nature
- Dragon Dance
- Roost
- Frustration
- Earthquake

Scizor @ Choice Band
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Pursuit
- Superpower

Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Ice Shard
- Earthquake
- Endeavor
This core made for an interesting build. First, I changed your Infernape and Rotom-W spreads toe the more modern/familiar ones. Next, I changed ThunderPunch to Grass Knot on Infernape for all-around better coverage + less stress from bulky grounds and waters that otherwise wall it. After looking at the core, I decided that Latias would work nicely as it provides Defog and Healing Wish support, and Infernape definitely enjoys both of those things. Next, I was bouncing back and forth between Altaria and Scizor for the team's Mega. I decided on Altaria because he helps to alleviate the Mega Charizard X weakness, and Scizor is definitely viable without its megastone. You kinda need EQ on Mega Altaria because Heatran can cause problems for this team post Mamoswine. To give you some options, you can keep this spread on Mega Altaria, or you could run the Defensive Dragon Dance spread (EVs: 248 HP / 136 Def / 96 SpD / 28 Spe Impish Nature). Choice Band Scizor helps to deal with threats to the team such as Lati@s (non HP-Fire), Mamoswine, Azumarill, Weavile, etc. Finally, Mamoswine was added because it's a really nice offensive SR setter that handles quite a few offensive threats + Heatran.

I hope you enjoy using this team as much as I did building it. If there are any issues with the team, feel free to PM me here or on Showdown (I'm usually in the Competitive Tutoring room under the username m00ns), and I would be happy to help ^.^

Also, EVs: 248 HP / 84 Atk / 76 Def / 4 SpD / 96 Spe Jolly Nature is another spread you can run on Altaria if you want to beat Starmie and Raikou after a DD and to better handle Scarf Magnezone. This team tends to struggle with Manaphy, so if that continues to be a HUGE problem, you can change Grass Knot back to ThunderPunch on Infernape. However, it really only does as much (maybe a little more) than Close Combat :p

Thanks to Trinitrotoluene for giving me all these Mega Altaria spreads :]
(spreads created by The DragonKnight)

Also, HUGEEEE shoutout to brokenwings for giving the idea of Mamoswine, helping me with this team in general, and just plain making sure it wasn't a pile of shit. Sorry I forgot to include you in the original post man (you're still my MattyBRaps). :]
 
Last edited:
Double post oops

bludz

latest
494.png
490.png
243.png
445.png
227.png

Altaria @ Altarianite
Ability: Natural Cure
Happiness: 0
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Frustration
- Roost
- Heal Bell
- Dragon Dance

Victini @ Choice Band
Ability: Victory Star
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- V-create
- Bolt Strike
- U-turn
- Trick

Manaphy @ Wacan Berry
Ability: Hydration
EVs: 96 HP / 252 SpA / 160 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Shadow Ball
- Psychic
- Tail Glow

Raikou @ Choice Specs
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Shadow Ball
- Volt Switch

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 156 Def / 104 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Fire Blast
- Stealth Rock

Skarmory @ Shed Shell
Ability: Sturdy
EVs: 248 HP / 224 SpD / 36 Spe
Careful Nature
- Iron Head
- Roost
- Defog
- Whirlwind
Man Tini + Manaphy just makes fat cores a huge liability these days anyways.... When I chose between the nature of Adamant or Jolly for Victini I just went with what I liked better in practice and flooring stuff like Clefable was a huge selling point for me in keeping the Adamant nature. Manaphy set has very few switch ins barring stuff like M-Gyarados which just lose to M-Altaria anyways. Speaking of which I just went with that cause it's one of the most consistent glues to the team in blanket checking a bunch of stuff while providing some Heal Bell support and a win-condition. Raikou is there to help with fat waters, some of the stuff that falls in the 110 speed tier like M-Gallade and Gengar, along with performing a small volt-turn core with Victini to get your win cons in or just wear opponents down and grab momentum. Fat chomp cause I needed a ground and I didn't want to use Hippowdon again for like the millionth time on my team lol plus I had a bit of Scizor and Bisharp issues so the nature of Chomp felt a bit more natural than Hippowdon for fat ground and rock setter. Fire Blast is for Scizors and Ferros primarily kind of obvious but that slot is usually the team dependent one. Specially Defensive Skarmory is for hazard removal and an emergency check to fairies that the team needed to circumvent teams problem with M-Diancie, M-Gardevoir, Clefable, and to an extremely small extent Landorus if we're assuming its Earth Power, Sludge Wave, HP Ice set with no Focus Blast involved.

This team I think is a bit more open ended in regards to interpretation of what can be used. More offensive M-Altaria spread such as the one m00n has on his team up above, Scarf or Mixed Victini with Glaciate to slow down offense and certain switch ins along with lure moves like Blue Flare and Grass Knot, Rest Chomp + Heal Bell M-Altaria is a pretty cool thing I like to use with clerical fairies and bulky chomp so there's that, Zap Plate Raikou with HP Fire lure although that's more for chuckles considering Ferro isn't exactly an issue, Stone Edge Garchomp for TFlame or Toxic for Slowbro and Hippowdon, etc. Team right now has issues with fat grass types mostly for the fact you need to time it correctly so that +3 or more Manaphy can just clean them out with Psychic or Shadow Ball, which pretty much covers the relevant grass types in the tier. Rindo Berry Mana can be used but I feel like playing around the Grass types is much easier than playing around the Electric types in the tier so I just felt more comfortable with that. Bit Torn-T and Weavile weak so play carefully around those or use Hippo :). Anyways enjoy and as always let me know any solid suggestions you have.
 
ben (Garchomp) (M) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Toxic
i have a suggestion for the garchomp set:

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
IVs: 0 SpA
- Stealth Rock
- Dragon Tail
- Toxic
- Earthquake

heres a quote from ben gay saying what it does and why its better:

finally, i'm going to have to suggest you to alter the tankchomp ev spread to one that is a bit more optimal.

EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature

252+ SpA Mega Charizard Y Fire Blast vs. 252 HP / 0 SpD Garchomp in Sun: 197-232 (46.9 - 55.2%) -- 71.1% chance to 2HKO
252 SpA Life Orb Gengar Shadow Ball vs. 252 HP / 0 SpD Garchomp: 196-231 (46.6 - 55%) -- 68% chance to 2HKO
252 SpA Life Orb Thundurus Hidden Power Ice vs. 252 HP / 0 SpD Garchomp: 380-452 (90.4 - 107.6%) -- 43.8% chance to OHKO
252+ SpA Life Orb Landorus Hidden Power Ice vs. 252 HP / 0 SpD Garchomp: 395-468 (94 - 111.4%) -- 68.8% chance to OHKO
252 SpA Mega Diancie Moonblast vs. 252 HP / 0 SpD Garchomp: 416-492 (99 - 117.1%) -- 93.8% chance to OHKO
252 SpA Choice Specs Keldeo Icy Wind vs. 252 HP / 0 SpD Garchomp: 408-484 (97.1 - 115.2%) -- 87.5% chance to OHKO

252+ SpA Mega Charizard Y Fire Blast vs. 252 HP / 76 SpD Garchomp in Sun: 181-213 (43 - 50.7%) -- 3.9% chance to 2HKO
252 SpA Life Orb Gengar Shadow Ball vs. 252 HP / 76 SpD Garchomp: 179-212 (42.6 - 50.4%) -- 1.2% chance to 2HKO
252 SpA Life Orb Thundurus Hidden Power Ice vs. 252 HP / 76 SpD Garchomp: 354-416 (84.2 - 99%) -- guaranteed 2HKO
252+ SpA Life Orb Landorus Hidden Power Ice vs. 252 HP / 76 SpD Garchomp: 359-426 (85.4 - 101.4%) -- 12.5% chance to OHKO
252 SpA Mega Diancie Moonblast vs. 252 HP / 76 SpD Garchomp: 380-450 (90.4 - 107.1%) -- 43.8% chance to OHKO
252 SpA Choice Specs Keldeo Icy Wind vs. 252 HP / 76 SpD Garchomp: 376-444 (89.5 - 105.7%) -- 37.5% chance to OHKO

you do lose out on some speed, but not being able to outspeed just jolly sharp is very much worth it compared to this list of threats that you can actually deal with. if anything, you can mention extra speed benchmarks in set details, but the purpose of tankchomp is to tank hits obviously. speed is not really necessary for a mon who, for the most part, deals residual damage. 16 speed evs at the very least let you outspeed max speed ttar and adamant sharp :o.

seeing as u have no true zard y or diancie switch ins, and have bisharp covered /decently/ well, i feel thisll help for the reasons stated ^. i get that its ho but having at least a reliable way to set up rocks looks really important for this team.

edit: didnt realize how late this is but o well :S
 
Awesome, AM. He already knows (I guess this is more for everyone else's knowledge) that I playtested this team briefly and I enjoyed it. Definitely something I wouldn't have built on my own so I'm very happy to get to use it :D

As for the fat grass types yeah it can be played around not too big of a deal especially since Victini comes in and kind of just destroys anything with the right coverage move.

Not generally the biggest fan of double choice volt-turn cores but I think it works here pretty well besides Victini can Trick annoying walls to free up changing moves anyway. Look at Defensive Mega Venu not eat this up even after you Trick the Choice Band away :
252+ Atk Victini V-create vs. 252 HP / 240+ Def Thick Fat Mega Venusaur: 170-204 (46.7 - 56%) -- 75.4% chance to 2HKO

bodied.
 
  • Like
Reactions: AM
229-mega.png
130.png
381.png
454.png
642-therian.png
395.png

HYENAS (Houndoom) (F) @ Houndoominite
Ability: Flash Fire
Shiny: Yes
EVs: 40 HP / 8 Def / 208 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Nasty Plot
- Fire Blast
- Dark Pulse
- Will-O-Wisp

THE TIDE (Gyarados) (F) @ Leftovers
Ability: Intimidate
EVs: 88 HP / 220 Atk / 4 Def / 196 Spe
Jolly Nature
- Substitute
- Waterfall
- Bounce
- Dragon Dance

FALLING THROUGH (Latios) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Draco Meteor
- Psyshock
- Earthquake
- Roost

COULD THIS BE (Toxicroak) (F) @ Life Orb
Ability: Dry Skin
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Gunk Shot
- Drain Punch
- Sucker Punch

OH OH (Thundurus-Therian) @ Choice Scarf
Ability: Volt Absorb
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
IVs: 30 Atk / 30 Def
- Thunderbolt
- Focus Blast
- Hidden Power [Ice]
- U-turn

IMPERIAL (Empoleon) (F) @ Shuca Berry
Ability: Torrent
EVs: 248 HP / 196 Def / 52 SpD / 12 Spe
Bold Nature
IVs: 0 Atk
- Stealth Rock
- Defog
- Scald
- Yawn
Sup Trinone, been playing around with this team for a little bit, wanted to say thanks for putting this together. Apart from being a blast to play with, I've generally found the team to have fairly good matchups against most playstyles. However, I learned the hard way that this team still struggles greatly with Chansey, as it beats two thirds of the team by itself. Because of how offensive this team is, I have nowhere near enough time to wear Chansey down in a typical way, and while Toxicroak certainly was a switch in, there's no way anyone with a brain leaves Chansey in on Toxicroak, so I found myself getting worn out far faster than I could wear it out. I thought about swapping Croak out for a more dedicated wallbreaker (I was debating running Sub SD Toxic Heal Breloom for a little while lol), but after some playtime with Karxrida, who suggested this change, I decided to drop Roost out for Heal Block on Latios. By luring Chansey in on a Psyshock, and with a little prior damage, I'm then able to prevent it from going for a Wish or Softboiled, and Latios can then beat it or wear it out with Psyshock, which makes taking out the rest of the team a lot easier for Mega Houndoom to crap on whatever's left of the defensive core. While I was at it, I also took the liberty of switching the nature to Hasty, because I wasn't certain if it did something in particular, or if it was just an error, or what.

FALLING THROUGH (Latios) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
IVs: 29 HP
- Draco Meteor
- Psyshock
- Earthquake
- Heal Block

Four mons that don't make OU, now one with fuckin' Heal Block. How can I make this team any more hipster lmao
 
NShader
WHn0uhM.png
641-s.png
251.png
485.png
450.png
647.png


This is an old team I made after I saw celebi/rp diancie used against my buddy sugarhigh in SPL to great results (sorry friend :[). But it fits your request so here we go n_n. RP Diancie is an old forgotten threat, but a powerful one nonetheless. You can use a Rash Nature if you want, but diancie's speed tier is too good to pass up imo. I added Torn-T to the Celebi/Diancie core because it is really threatening to balance and also really appreciates being passed a Nasty Plot. It sort of covers the lando weakness as well (this team was before people ran Rock Slide). Heatran checks Clefable and traps bulky Pokemon that would stop a diancie sweep like Chansey or Slowking. Hippow is a check-all kind of mon, and I needed something to beat mega lop, Thundy, and birds. It also sets up rocks. Finally, Scarf Keld also likes being passed +2, and works as an offensive revenge killer and check to stuff like Weavile Bisharp and Scizor. Sorry for the .standard team but this is a few months old and wasn't super standard at the time :[

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Moonblast
- Earth Power
- Diamond Storm
- Rock Polish

Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
EVs: 72 Atk / 208 SpA / 8 SpD / 220 Spe
Hasty Nature
- Hurricane
- Focus Blast
- Knock Off
- U-turn

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 150 Def / 108 Spe
Bold Nature
- Giga Drain
- Nasty Plot
- Baton Pass
- Recover

Heatran @ Leftovers
Ability: Flash Fire
EVs: 136 HP / 252 SpA / 120 Spe
Modest Nature
- Magma Storm
- Earth Power
- Stealth Rock
- Taunt

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 72 Def / 184 SpD
Impish Nature
- Earthquake
- Stealth Rock
- Stone Edge
- Slack Off

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Scald
- Hidden Power [Electric]

DracoNinja

212-m.png
490.png
663.png
381.png
645.png
479w.png


I like this core a lot! I went for a bulky scizor instead of offensive because I felt like Keldeo was a great switch in to most of Scizor's checks/counters. Manaphy is pretty standard, but I went with HP Fire since I thought luring Ferrothorn would be nice for Scizor and Latios. Talon set can be changed, but I really like this set atm. I used a similar set in WCOP last year, and although I choked it away like an idiot, the set itself is good and still works today. The thought process was that Manaphy is a great switch-in to Heatran, so Talon doesn't need to beat it, but you can use Taunt SD instead if you want to beat Heatran more easily. Latios covers the Keldeo weakness, gives a secondary Zard-Y check, and weakens stuff for manaphy. It also Defogs, which I needed for talon. Lando airs really well with scizor and Manaphy, and sets rocks. Because I have Scizor and SDef Taon, checking Fairies isn't as important, so I went with HP Ice to hit Gliscor and other Lando over Sludge Wave. FInally, I wanted a sturdy ground resist and something to check opposing birds, so Rotom-W made sense as the last pick. it also takes some pressure of Manaphy to check Heatran.

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 84 Atk / 176 SDef
Adamant Nature
- Bullet Punch
- Bug Bite
- Swords Dance
- Roost

Manaphy @ Leftovers
Ability: Hydration
EVs: 92 HP / 252 SpA / 164 Spe
Timid Nature
- Scald
- Energy Ball
- Hidden Power [Fire]
- Tail Glow

Talonflame
Ability: Gale Wings
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Acrobatics
- Will-O-Wisp
- Swords Dance
- Roost

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

Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Earth Power
- Focus Blast
- Hidden Power [Ice]
- Stealth Rock

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split
 
I'm pretty sure that this doesn't constitute a core, but they go together so I thought I'd at least try. My apologies if the request is too broad to complete. Any way, here's the core:
weavile.gif
skarmory.gif

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

Skarmory @ Custap Berry
Ability: Sturdy
EVs: 252 HP / 4 Atk / 252 Spe
Impish Nature
- Spikes
- Stealth Rock
- Taunt
- Brave Bird

It's fairly self-explanatory: Use suicide lead Skarmory to set up hazards, and then clean with Weavile. I first tried making an HO team using Custap Skarmory and Lucario, I thought I had something good. I had a Defog deterrent, but then I began worrying about pressuring Rapid Spin users, then anti-leads, then etc. By the time I was done with the team I had to use Scarf Gardevoir to revenge kill Weather abusers because my other 5 slots were devoted to dealing all the other things I mentioned and I couldn't figure out a way to redistribute roles, which was the first sign that something was seriously wrong. Thus I thought It would help to see a team built around another cleaner, Weavile, and see how people who can actually build teams work around the various issues that would plague a hazard-stacking HO team. As I said before, I know this doesn't technically constitute a true core, so if it's too broad of a request I understand.
 
sceptile-mega.gif
talonflame.gif
rotom-wash.gif

sets
Sceptile (M) @ Sceptilite
Ability: Overgrow
Shiny: Yes
EVs: 40 HP / 252 SpA / 216 Spe
Timid Nature
- Giga Drain
- Dragon Pulse
- Focus Blast
- Substitute

Talonflame (M) @ Sharp Beak
Ability: Gale Wings
Shiny: Yes
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Roost

Rotom-Wash @Chesto Berry
Ability: Levitate
EVs: 252 HP / 44 Def / 212 SpA
Modest Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- rest

Sceptile works well with talonflame because sceptile is able to beat rotom-w and tyranitar,talonflame can help sceptile with specially defensive threats like chansey.Rotom-w is really helpful against talonflame and togekiss, which is the biggest threat for sceptile.I'd like to have a balanced team around this core,so I'd need a special wall/tank a physical wall/tank(one of which should set up the stealth rocks)and another sweeper/offensive support that has rapid spin or defog since talonflame is really weak to stealth rocks. I hope that the info that I gave you is good enough.Thanks!

Edit:modify the sets as you please if you think it's necessary, sorry for not mentioning it before
 
Last edited:
Hey guys, I mentioned this to ArchPhantom in passing the other day and he made a few suggestions, but all my builds have still sucked.

Could you build a team using Lure LO Conk and RP Diancie?

Conk takes care of Scizor, Azu, and Amoongus, and gets some damage on Lando-T for Diancie to sweep; it also lures in Latis for Diancie to set up on.

I've been running Rash Diancie with enough speed to outspeed rain Manaphy and enough speed on Conk to creep BD Azu.

Theoretically the core should be awesome:

Lure LO Conkeldurr
Conkeldurr @ Life Orb
Ability: Sheer Force
EVs: 44 HP / 252 Atk / 208 Spe
Adamant Nature
- Drain Punch / Hammer Arm
- Thunder Punch / Fire Punch
- Poison Jab
- Ice Punch

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 48 Atk / 252 SpA / 208 Spe
Rash Nature
- Rock Polish
- Diamond Storm
- Earth Power
- Moonblast
 
This core may be kinda scummy but I had the idea a couple days ago, and I struggled to make a good team around it.

scolipede.gif

Scolipede @ Mental Herb/Black Sludge
Ability: Speed Boost
EVs: 248 HP / 20 Def / 240 Spe
Timid Nature
- Protect
- Substitute
- Baton Pass
- Swords Dance

medicham-mega.gif

Medicham-Mega @ Medichamite
Ability: Pure Power
EVs: 16 HP / 240 Atk / 252 Spe
Adamant Nature
- Fake Out/Ice Punch
- High Jump Kick
- Zen Headbutt
- Fire Punch/Ice Punch

The core is fairly self-explanatory but the basics of it is to wear down the opponents team with the other 4 pokes on the team and then come in with Scolipede and get set up to sweep the remains of their team. I would prefer if the team was a bulky offence sort of style but if it goes a bit more towards HO that would be okay as well. The EV spreads on the two pokes above are open for change they were just the ones I tried to build around. Thanks in advance.
 
pinsir-mega.gif

Pinsir @ Pinsirite
Ability: Hyper Cutter
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Frustration
- Quick Attack
- Swords Dance
- Close Combat

not a core but ive legit seen less than ten mega pinsir teams since oras came out, which is a shame because ever since i made a balance squad around him back in xy, ive fallen in love with using him. however, i never really seem to make a good team around him in oras, so i was hoping you guys could help me out with this in hopes of spreading the love of mega pinsir once more. thanks.
 
This is a core that I've been trying to build around for awhile now, but I just can't seem to build a successful team around them.
diancie-mega.gif
pangoro.gif

Diancie @ Diancite
Ability: Clear Body ---> Magic Bounce
EVs: 64 HP / 16 Atk / 252 SpA / 176 Spe
Modest Nature
- Rock Polish
- Moonblast
- Dimond Storm
- Earth Power/Psyshock

Pangoro @ Life Orb
Ability: Iron Fist/Scrappy/Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Superpower/Drain Punch
- Gunk Shot
- Parting Shot/Ice Punch

This core is meant to break down walls and clean up afterword. Pangoro can deal with pokemon such as ferrothorn and heatran, while Diancie can smash up talonflame, arguably the largest threat to pangoro. The diancie spread is the standard rock polish spread, the attack EVs allowing a OHKO on Defensive zapdos. Moonblast is a powerful stab move, complemented by an excellent attacking type in fairy. Dimond storm is to hit special walls and serve as a useful rock stab, with a excellent secondary effect which makes Diancie difficult to revenge kill. Earth power is preferred in the last slot for hitting steels and the occasional poison type, but Psyshock can also be used to deal strong damage to mega Venusaur, psyshock is only considered in this core specifically, as pangoro can usually deal with steel type pokemon. Pangoro runs max attack adamant to become as powerful as possible. Knock off is the reliable stab move, with an excellent secondary effect. Superpower is stronger then drain punch, being able OHKO mega sableye, but has a negative secondary. Drain Punch offers pangoro a form of recovery, which is excellent considering pangoro gets worn down by life orb. Gunk shot is for hitting fairys on a switch. Parting shot is cool for grabbing momentum and pivoting into other team mates. However, ice punch can be used to hit gliscor, garchomp, and the Landorus forms. Feel free to pick whatever moves you like. Also, you also have the choice of choosing pangoro's abilities, depending on the teams needs. Thank so much :), but don't rush as I am not desperate for the team, so feel free to finish other peoples requests first.
 
elvqhTa.png
454.png
579.png
245.png
445.png
376.png

I borrowed from ben gay a lot while building this team so thank you for the innovation and sorry if this looks like I ripped your team off :c Also sorry for making fun of you using AV Metagross...sorry friend :[[[[[. This core is not my usual style, but I liked it a lot. I especially like Toxicroak right now. I noticed Scizor and Talonflame would be troublesome for the core, so I thought a bulky water would fit in nicely. Suicune fit, and also checked some important stuff like Lopunny and Metagross. Garchomp provides Stealth Rock support, and wears things down with recoil damage in conjunction with Dragon Tail, hazards, and potentially Toxic. Lastly, Metagross, as weird as it may seem, is an essential Pursuit trapper. It comes in on Lati for free, traps them, and clears the way for the rest of the team. The team really struggles against electric types, namely Thundurus and Manectric, but CM Raikou is also a pain. Fortunately, Reuniclus can set up on them (bar NP Thundy, which is super good rn btw), but it doesn't like to switch in on repeated Volt Switches, and is an easily forced out Pokemon. Altaria can also check them, but again, taking mutiple HP Ices is not good for it at all. Also Kyurem-B is a nightmare to face, but considering most run Mild, Toxicroak can outspeed and Drain Punch, and Metagross can work as a check as well.

Altaria-Mega @ Altarianite
Ability: Pixilate
EVs: 152 HP / 252 SpA / 104 Spe
Modest Nature
- Hyper Voice
- Fire Blast
- Earthquake
- Roost

Toxicroak @ Life Orb
Ability: Dry Skin
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Drain Punch
- Gunk Shot
- Sucker Punch
- Swords Dance

Reuniclus @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
- Psyshock
- Focus Blast
- Calm Mind
- Recover

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

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 208 Def / 48 Spe
Jolly Nature
- Dragon Tail
- Earthquake
- Toxic
- Stealth Rock

Metagross @ Assault Vest
Ability: Clear Body
EVs: 64 HP / 252 Atk / 192 Spe
Adamant Nature
- Meteor Mash
- Earthquake
- Pursuit
- Bullet Punch
This team is solid, got me into r5 of smogon tour, where I lost an unlucky game to Stathakis (Crocune had a good chance to sweep otherwise). Highly recommend it, and beyond that it's very fun to use.

Metagross is a monster. Got 3 kills in one of my games. http://replay.pokemonshowdown.com/smogtours-ou-47817
 
Cool thread guys. One of the ones I go to for inspiration quite a bit. Anyway, I've built a team around a cool core of DD Feraligatr + Kyurem-B. Many of the things that wall/give trouble to Gatr (Rotom-W, Mega Venusaur/Amoonguss, Skarmory, Azumarill, Ferrothorn, Keldeo, Manaphy) are beaten 1v1 by Kyub most of the time. I used HP fire Kyub to KO Ferrothorn after an Ice beam/Earth Power, and also to ohko Mega Scizor since it's an extremely annoying mon to many teams I build/my playstyle. Feel free to change it up if you want, but here are the sets I used. Thanks.

*Edit: Forgot to mention I would prefer the team to be offensive.

Feraligatr (M) @ Life Orb
Ability: Sheer Force
EVs: 16 HP / 252 Atk / 4 Def / 236 Spe
Jolly Nature
- Dragon Dance
- Waterfall
- Crunch
- Ice Punch

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 56 Atk / 252 SpA / 200 Spe
Mild Nature
- Ice Beam
- Earth Power
- Hidden Power [Fire]
- Fusion Bolt
 
Last edited:
charizard-mega-x.gif
+
thundurus.gif


Thundurus and Charizard-X pair nicely, beating, luring or weakening each others checks and counters while being two of the most unprepared for mons in the meta. Feel free to change the sets and to build whichever playstyle you think fits best, it can range from semi-stall to hyper offense I'm comfortable with all these ! Looking forward to a team that takes advantage of some metagame trends (aka teams being horribly ZardX weak or packing Hippo ad their check).
Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot
- Focus Blast

Charizard @ Charizardite X
Ability: Blaze
EVs: 56 HP / 252 Atk / 200 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost / Earthquake / Iron Tail

Happy building guys.
 
Last edited:
charizard-mega-x.gif
+
thundurus.gif


Thundurus and Charizard-X pair nicely, beating, luring or weakening each others checks and counters while being two of the most unprepared for mons in the meta. Feel free to change the sets and to build whichever playstyle you think fits best, it can range from semi-stall to hyper offense I'm comfortable with all these ! Looking forward to a team that takes advantage of some metagame trends (aka teams being horribly ZardX weak or packing Hippo ad their check).
Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 2 Atk / 30 Def
- Thunderbolt
- Hidden Power [Ice]
- Grass Knot
- Focus Blast

Charizard @ Charizardite X
Ability: Blaze
EVs: 56 HP / 252 Atk / 200 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw

Happy building guys.

I think it might be helpful to the team if zard had more than 3 moves :c
 
requesting smth different for a change

fight spam
308-mega.gif

Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Zen Headbutt
- Rock Tomb
- Ice Punch
214.gif

Heracross @ Flame Orb
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Megahorn
- Close Combat
- Facade
- Swords Dance / Knock Off

mega medi struggles fitting into the meta due to being slow as shit. but with rock tomb, it can ease prediction and lure in many threats like talon, gengar, scarf lando-t, non-mega gyarados, latis and other faster threats, thus allowing it to fix it's problem with speed. however medi still struggles with things like bro, mega eye, mew, skarm and such, so heracross is there to break that shit and also function as a strong wallbreaker. overall i think it is a strong core but since i am a shit teambuilder, i am having trouble making this work. i'm hoping you guys will be willing to help. :]
 
Status
Not open for further replies.
Back
Top