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

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Hello guys, this is my first post here even tho I've been following you guys for a while,

I just officially started my journey into competitive pokemon, and I would like to have a team, so I wanted a team with the pokemon I've breed, so here they are.



They all have good natures and I'm on the process of EV training, the ones I've bred have good IVs too, here they are

Leech Seed Ferrothorn, Belly Drum/Huge Power Azumarill and HA Talonflame, encore Whimsicott, these are the ones I've bred.

I also would like to use either a crobro* or a crocune*, I have both I just need to reset their EVs.


The pokemons that I already have and that are somewhat competitive are:

Entei*, Raikou*, Aerodactyl, Latios, Latias, Diancie, Victini* (he is special oriented tho), Tyrantrun*, Jellycent, Altaria, Machamp, Manectric, Mew, Sceptille, Gadervoir, Metagross and the starters.



I would love to use the ones I've bred since they have good IVs, the other ones with good IVs are Tyrantrun, Metagross, Slowbro, Entei and Raikou.

The ones marked with a * are the ones I like the most.

I also have legendaries such as celebi, manaphy, and others

Sorry for giving you guys so much trouble, but every time I try to create a team with them i end up with 2 water types and 2 fire types or a team that is just wrecked by ground types.

Thanks in advance!
 
Hello guys, this is my first post here even tho I've been following you guys for a while,

I just officially started my journey into competitive pokemon, and I would like to have a team, so I wanted a team with the pokemon I've breed, so here they are.



They all have good natures and I'm on the process of EV training, the ones I've bred have good IVs too, here they are

Leech Seed Ferrothorn, Belly Drum/Huge Power Azumarill and HA Talonflame, encore Whimsicott, these are the ones I've bred.

I also would like to use either a crobro* or a crocune*, I have both I just need to reset their EVs.


The pokemons that I already have and that are somewhat competitive are:

Entei*, Raikou*, Aerodactyl, Latios, Latias, Diancie, Victini* (he is special oriented tho), Tyrantrun*, Jellycent, Altaria, Machamp, Manectric, Mew, Sceptille, Gadervoir, Metagross and the starters.



I would love to use the ones I've bred since they have good IVs, the other ones with good IVs are Tyrantrun, Metagross, Slowbro, Entei and Raikou.

The ones marked with a * are the ones I like the most.

I also have legendaries such as celebi, manaphy, and others

Sorry for giving you guys so much trouble, but every time I try to create a team with them i end up with 2 water types and 2 fire types or a team that is just wrecked by ground types.

Thanks in advance!


Brah you have to post a core of pokemon, not like 30 random mons. I suggest you go to the smogon intro/info hub to learn more about this forum.
 
Brah you have to post a core of pokemon, not like 30 random mons. I suggest you go to the smogon intro/info hub to learn more about this forum.

Sorry I thought I was making it easier =(, I was trying to narrow down the opitions so people wouldn't say "use forretress and camelrupt" when I don't actually have them, I tried to say that the core would be Azumarill, Talonflame and ferrothorn.

Sorry i will think it through and re-do the post =(
 
Requesting core built around Mega Sharpedo and Landorus-I. I've been wanting to use Mega Sharpedo lately but I can't get it to work effectively. Would definitely appreciate a team built around these two.
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Mega Sharpedo set is Protect / Crunch / Hydro Pump / Poison Jab, Landorus-I set is up to you :]
Thanks in advance!
 
Diggersby is not an ideal user of a Choice Band due to its reliant on prediction, as well as its mediocre bulk and speed. A Band use needs little reliance on prediction, as well as either bulk or speed, but Diggersby does not fit such criteria.
nah, i have seen CB Diggersby work and i like it it. im pretty comfortable and i dont have any issues using it. i think i'll keep CB
 
hi, i was hoping could get you guys to make a second team for me (that other one is amazing)

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Mega-Lopunny @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Ice Punch
- Return
- Fake Out

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Victini @ Choice Scarf
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- V-create
- Bolt Strike
- U-turn
- Zen Headbutt

These Two Go Together Like Peanut Butter And Jelly, Because Each Weakness Is Covered, Mega-Lopunny's Fighting and Psychic Weakness Is Dealt With By Victini, Victini's Water + Ground Weakness Is Taken Care Of By Mega Lopunny. i would like to to be an offensive team if possible, please and ty (if this isnt enough desc, just say) I Also Want Funny Nicknames
 
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Hello! I am new to the forums but, I have been following the community for a long time. :)
I want to build a balance team around these pokemons:

Charizard @ Charizardite X
Ability: Blaze
EVs: 144 HP / 252 Atk / 112 Spe
Adamant Nature
- Dragon Dance
- Dragon Claw
- Earthquake / Fire Punch
- Roost

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 29 HP
Timid Nature
- Draco Meteor
- Psyshock
- Earthquake / Hidden Power Fire
- Defog

Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 220 Def / 36 SpD
Bold Nature
- Wish
- Heal Bell
- Protect
- Hyper Voice

I wanted a double dragon core of MCharX and Latios. I'm not really sure if they compliment each other so, I decided to add Sylveon. Sylveon will support the two dragons if they needed a status healer or a wish. Btw, I'm not sure about the EVs of Latios. It has EQ so, there should be EVs in Atk right?
(P.S. I tried to build around this but, I always end in stalemate. I tried adding Keldeo and I think its good. Still, don't know where to go. I know I should just post 2-3 pokemons but, if Keldeo could be a nice member of the team, hope you guys can add a scarf keldeo.)
 
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Hello, i want a stall team with the core ampharos-mega+chesnaught+brozong, this core has a fantastic sinergy, resisting 14 types, and chesnaught has imunity to shadow ball(the most relevant ghost move), this core is a little weak to sand offense( specially if the sand offense has altaria-mega)
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sets:
Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Drain Punch
- Spiky Shield
- Leech Seed
- Spikes / Wood Hammer

Bronzong @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Def / 252 SpD
Sassy Nature
IVs: 0 Spe
- Gyro Ball
- Earthquake
- Stealth Rock
- Toxic / Protect / Hidden Power Rock / Ice
Ampharos @ Ampharosite
Ability: Static
EVs: 248 HP / 28 SpA / 232 SpD
Calm Nature
- Volt Switch
- Dragon Pulse
- Rest
- Sleep Talk
 
Thought I'd post a core; ignore if too redundant.
Bisharp @ Dread Plate
Ability: Defiant
Adamant Nature
EVs: 252 Atk / 56 SpD / 204 Spe
- Knock Off
- Iron Head
- Low Kick / Sucker Punch
- Pursuit

Alakazam @ Alakazite
Ability: Magic Guard
Modest Nature
EVs: 32 HP / 252 SpA / 224 Spe
- Psychic
- Focus Blast
- Shadow Ball
- Hidden Power [Fire]

Pretty standard sets here. Simple premise; Bisharp Pursuit traps and eliminates threats for Alakazam, who then sweeps. Low Kick is the preferred move on Bisharp to get rid of TTar more easily and down opposing Bisharp (I hate relying on Focus Miss), but Sucker Punch can be run if priority is needed or the other members cover Darks effectively. EV spread on Sharp is to survive HP Fire from Latios. I would prefer a Hyper Offense team mainly because that's what Zam fits best on, but Balance works as well.
 
Liem

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Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 152 HP / 252 SpA / 104 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Sassy Nature
IVs: 0 Atk / 22 Spe
- Moonblast
- Flamethrower
- Soft-Boiled
- Calm Mind

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pursuit
- Stone Edge
- Superpower
- Crunch

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 160 Def / 96 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Rest
- Sleep Talk
- Calm Mind

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Psyshock
- Draco Meteor
- Roost
- Defog

Landorus-Therian (M) @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Swords Dance
- Stealth Rock
Sup dude. So in my failed attempts to utilize Krookodile on this core I finally made something that I didn't loathe tonight and enjoyed using and now sharing lol. Anyways I went with a faster spread on M-Venusaur for the sake of hitting Rotom-W and slower variants of Lando-T such as fully defensive ones but by all means use your original spread, which is kind of old but still sort of works fine. I don't recommend using a defensive M-Venu btw if someone tells you since M-Venusaur right now is your most consistent answer to fairies like M-Altaria, Clefable, and Azumarill by being more offensive. Clefable I sort of tweaked around a bit with a tip I caught on smogtours just from reading what people were saying in how to go mixed bulk but not get 2HKO by Gyro Ball from Ferrothorn so Clefable will pretty much set up on it and not be a total annoyance to the team. You outrun standard Conkeldurr and below with Clefable's IV tweaks basically. I never understood the logic of how TTar + M-Venu is a bad combo when they literally check the majority of their problems and sand is just a hindrance at best to M-Venusaur, idk maybe it's just the whole train of thought everyone has without seeing the bigger picture with something that can realistically work. It's the basic scarftar set to help with Latis, M-Gallade, the usual base 115 and below. I think most if not all teams should be running a fat water if we're talking about balance or bulky offense and I opted for Suicune since it had that defensive aspect by virtue of its bulk and offensive presence with CM. Special Defense EVs are mostly so you're not completely floored by M-Metagross and can set up on it a bit more easily than just getting 2HKO. Latios is offensive defogger, provides some offensive pressure to clean out dangerous wall-breakers to the team like Manaphy, Keldeo switch in, ground immunity, and so forth. Offensive Lando-T is the SR setter I originally had Lando-I but you did want some sort of physical presence and the team was in need of heavy duty physical hitter outside of just placing rocks and slowing down sand, which Sword Dance variant provides. Jolly nature cause no point in getting hit by some arbitrary base 90 or below mon.

Lum Berry / Yache Berry > Earth Plate on Lando-T for healing burns or handling Mamoswine and HP Ice users respectively a bit better, Focus Blast > Flamethrower on Clefable to lure in Heatrans although PP runs a bit dry quick and Heatrans are starting to run Flash Cannon more for M-Altaria and Clefable and this makes you more Scizor weak, Defensive Lando-T if you want a more defensive pivot, Heal Block > Roost if you want to slow down healing from things like Mega Slowbro and Clefable at the cost of losing recovery, Earthquake > Superpower on Scarftar is pretty common for the sake of not losing Atk and Def and to keep cleaning up grounded threats. Teams weak to SD Excadrill basically and to an extent Bisharp. Keep hazards off smartly and you should be fine though. Did what I can to fit your needs as much possible but had to try not to limit myself to too much so I can try and work out something. Anyways, enjoy.
 
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I totally agree Ttar + Venu is actually legit since Venu handles Keldeo and fairies while Ttar can handle birdspam and psychics/latis so they actually really complement each other well although slightly spdef talon weak but isn't everything these days? BTW AM you actually forgot to mention Ferro when referencing Gyro Ball (might be confusing to some although it is really the only relevant Gyro Ball)

PS: SD Lando-T is a menace, takes the Earth Plate bluffing defensive set to the next level.
 
Roscoe's Wetsuit | ShadowGuy1
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Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Skill Swap
- Explosion

Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Encore
- Psychic
- Shadow Ball
- Focus Blast

Scizor @ Choice Band
Ability: Technician
EVs: 200 HP / 252 Atk / 56 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Pursuit
- Superpower

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 84 HP / 252 Atk / 172 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Nasty Plot
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]

Mamoswine @ Life Orb
Ability: Thick Fat
EVs: 240 Atk / 16 SpA / 252 Spe
Naive Nature
IVs: 29 HP
- Ice Shard
- Earthquake
- Icicle Crash
- Freeze-Dry
I tend to build a lot of HO teams with CB Scizor, and I've been wanting to build a team with Megazam lately, so this was a really good excuse to do so. Azelf is the suicide lead for this team; it provides Stealth Rock (helps w/ birds a little), Taunt (for opposing leads), Explosion to die, and Skill Swap (helps w/ Mega Sableye a little). On Alakazam, Psychic tends to be better than Psyshock. Yes, you miss out on hitting for Defense vs. Special Defense, but it proves to be a more practical option when playing something like Mega Venusaur. The spread on Scizor gives it enough speed to outspeed an opposing Azumarill, meaning you can get some damage off on it before it hits you with Aqua Jet (BD set). Azumarill helps to make things like Mega Altaria, Mega Sableye, various defensive cores, Keldeo, etc. less of an issue. Thundurus is the resident birdspam check. Originally, I had Scarf Heatran > Thundurus. This looks better on paper (to me), but in practice, you struggle with lots of defensive Pokemon in general. Also, you don't really need the speed of scarf when you have the speed of Alakazam and like 4 priority users (as brokenwings put it so eloquently lol). Also, spreading Thunder Wave helps to alleviate any stress you might have from not running a scarfer. Mamoswine helps with Landorus-I, which is a big threat in general. Freeze Dry was chosen because this team can't do all THAT much to Rotom-W.
edit: I forgot to mention this before, but on Mega Alakazam, you can run HP Fire > Encore to help against stuff like Ferrothorn, Scizor, etc. You can also run Taunt, Sub, Protect, or even Calm Mind in that slot if you wish.


This team really just has issues with stuff HO teams normally have issues with. Things like BD Azumarill, DDance Char-X, Sub-CM Keldeo, Mega Sableye defensive cores, Rain, Sand etc. are handled DECENTLY, but they are still an issue for the team.
(Mega Zam can do a decent job of revenge killing Excadrill and Swift Swimmers tho)

I hope you enjoy this team! It was really fun to build, test, and play around with. CB Scizor is a Pokemon I love, but at the same time it may not work the very best on a lot of builds. Personally, I feel Bisharp + Mega Alakazam would've been a better core. Nonetheless, Mega Alakazam + CB Scizor is a really GOOD core. If you have any questions or anything, feel free to PM me here, or talk to me on PS (I'm usually in the Competitive Tutoring room under the username m00ns).

shoutout to brokenwings for helping me test and tweak this team d:J
 
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Liem

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Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 152 HP / 252 SpA / 104 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Sludge Bomb
- Hidden Power [Fire]
- Synthesis

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Sassy Nature
IVs: 0 Atk / 22 Spe
- Moonblast
- Flamethrower
- Soft-Boiled
- Calm Mind

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Pursuit
- Stone Edge
- Superpower
- Crunch

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 160 Def / 96 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Rest
- Sleep Talk
- Calm Mind

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Psyshock
- Draco Meteor
- Roost
- Defog

Landorus-Therian (M) @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Swords Dance
- Stealth Rock
Sup dude. So in my failed attempts to utilize Krookodile on this core I finally made something that I didn't loathe tonight and enjoyed using and now sharing lol. Anyways I went with a faster spread on M-Venusaur for the sake of hitting Rotom-W and slower variants of Lando-T such as fully defensive ones but by all means use your original spread, which is kind of old but still sort of works fine. I don't recommend using a defensive M-Venu btw if someone tells you since M-Venusaur right now is your most consistent answer to fairies like M-Altaria, Clefable, and Azumarill by being more offensive. Clefable I sort of tweaked around a bit with a tip I caught on smogtours just from reading what people were saying in how to go mixed bulk but not get 2HKO by Gyro Ball from Ferrothorn so Clefable will pretty much set up on it and not be a total annoyance to the team. You outrun standard Conkeldurr and below with Clefable's IV tweaks basically. I never understood the logic of how TTar + M-Venu is a bad combo when they literally check the majority of their problems and sand is just a hindrance at best to M-Venusaur, idk maybe it's just the whole train of thought everyone has without seeing the bigger picture with something that can realistically work. It's the basic scarftar set to help with Latis, M-Gallade, the usual base 115 and below. I think most if not all teams should be running a fat water if we're talking about balance or bulky offense and I opted for Suicune since it had that defensive aspect by virtue of its bulk and offensive presence with CM. Special Defense EVs are mostly so you're not completely floored by M-Metagross and can set up on it a bit more easily than just getting 2HKO. Latios is offensive defogger, provides some offensive pressure to clean out dangerous wall-breakers to the team like Manaphy, Keldeo switch in, ground immunity, and so forth. Offensive Lando-T is the SR setter I originally had Lando-I but you did want some sort of physical presence and the team was in need of heavy duty physical hitter outside of just placing rocks and slowing down sand, which Sword Dance variant provides. Jolly nature cause no point in getting hit by some arbitrary base 90 or below mon.

Lum Berry / Yache Berry > Earth Plate on Lando-T for healing burns or handling Mamoswine and HP Ice users respectively a bit better, Focus Blast > Flamethrower on Clefable to lure in Heatrans although PP runs a bit dry quick and Heatrans are starting to run Flash Cannon more for M-Altaria and Clefable and this makes you more Scizor weak, Defensive Lando-T if you want a more defensive pivot, Heal Block > Roost if you want to slow down healing from things like Mega Slowbro and Clefable at the cost of losing recovery, Earthquake > Superpower on Scarftar is pretty common for the sake of not losing Atk and Def and to keep cleaning up grounded threats. Teams weak to SD Excadrill basically and to an extent Bisharp. Keep hazards off smartly and you should be fine though. Did what I can to fit your needs as much possible but had to try not to limit myself to too much so I can try and work out something. Anyways, enjoy.

hey man thanks! the team looks great, and i cant wait to try it out. I rly appreciate your service :)
 
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hi, quick announcement: if your post contains a generic core (e.g. megazard-x + latios, celebi + heatran, mega sceptile + talonflame) or lacks any substantial descriptions (won't call any names out, but at least three posts in the last two pages and one post in this very page have given us practically nothing to work off), we (the teambuilders) have the right to not build around it. this is in place so we don't release the same team every x amount of months and so the shop doesn't get stale.

also, you can submit one pokemon that you want a team built around. there is no rule in place that says you have to have a core. just make sure you have adequate information to go off before building a team.

tl;dr: read the op of this thread before posting here, please.
 
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Athicus
Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Superpower

Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
- Leech Seed
- Protect
- Stealth Rock
- Gyro Ball

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 16 SpD / 244 Spe
Timid Nature
- Reflect Type
- Scald
- Rapid Spin
- Recover

Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 32 HP / 4 Def / 252 SpA / 220 Spe
Modest Nature
- Trick
- Hidden Power [Fire]
- Psychic
- Thunderbolt

Gyarados @ Gyaradosite
Ability: Intimidate
Shiny: Yes
EVs: 88 HP / 192 Atk / 4 Def / 224 Spe
Adamant Nature
- Substitute
- Dragon Dance
- Waterfall
- Crunch

Thundurus-Therian @ Choice Scarf
Ability: Volt Absorb
EVs: 248 SpA / 8 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Ice]
- Focus Blast
The double choice scarf core of Thundurus-Therian and Landorus-Therian is great for handling most archetypes because you'll more than likely control the momentum. The last move on Landorus-Therian is largely based on preference, Superpower gives it a tool to beat Balloon Excadrill (and other fighting weak mon's) without running the risk of using Earthquake, while Knock Off would give the team a great tool to better handle Latios/Latias. I wanted to use Mega-Gyarados so it was added. Mega-Gyarados appreciates Gothitelle's Shadow Tag and its ability to trap Pokemon. The Volt/turn core also makes it easier to trap mon's that M-Gyarados has a hard time dealing with, which include, bulky water types, Venusaur, Skarmory, and Ferrothorn. Gothitelle can also cripple supporting pokemon like Chansey by using Trick to give it a Choice Scarf. At this point I needed a pokemon that could remove hazards and a mon' that could help the team defensively against powerful water types like Keldeo. So I added a defensive Starmie. Ferrothorn is a pretty good mixed defensive pokemon that can handle a ton of mon's as well as support the team by laying down entry hazards, it compliments Starmie well, plus it's a catch-all defensive mon that works well on most teams.
 
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I've been trying for a while to build a successful Honchkrow team in OU with very little success, mainly due to the fact that I find it very hard to cover its many drawbacks.
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Honchkrow @ Life Orb
Ability: Moxie
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sucker Punch
- Brave Bird
- Superpower
- Roost

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Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Grass Knot

Honchkrow is a fearsome sweeper in UU that is held back by a couple of glaring flaws. One of the most detrimental of Honchkrow's flaws is his over-reliance on Sucker Punch while sweeping. Because of this, Mega Metagross has been chosen as a partner to Honchkrow, hitting all three types that resist Sucker Punch super effectively and being a very effective, self-sufficient wallbreaker. The self-sufficiency is very important since a fair chunk of the team will be devoted to supporting Honchkrow. Thanks in advance.
 
Hi guys^^ I see that you are open for request, so i went there :)
I wish you could build a balanced team around a double regenerator core:


Tornadus-Therian (M) @ Life Orb
Ability: Regenerator
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- Knock Off
- U-turn


Slowking @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 164 SpA / 96 SpD
Modest Nature
IVs: 0 Atk
- Scald
- Fire Blast
- Ice Beam
- Dragon Tail

With the non ban of metagrossite, i wanted to build around slowking, but i didn't know wich mon's would be good with him. Moreover, if you can add a bisharp in the team, it would be very nice (i love to 50/50 with bisharp xD). Thanks in advance and have fun^^
 
Patolegend!

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Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 48 Atk / 252 SpA / 208 Spe
Rash Nature
- Moonblast
- Earth Power
- Diamond Storm
- Rock Polish

Conkeldurr @ Life Orb
Ability: Sheer Force
EVs: 40 HP / 252 Atk / 216 Spe
Adamant Nature
- Poison Jab
- Ice Punch
- ThunderPunch
- Hammer Arm

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

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

Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 8 Atk / 240 SpD / 12 Spe
Careful Nature
- Brave Bird
- Will-O-Wisp
- Roost
- Bulk Up

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 112 Def / 144 SpD
Sassy Nature
IVs: 0 Spe
- Knock Off / Gyro Ball
- Power Whip
- Leech Seed
- Thunder Wave / Spikes
Lure Conk + M-Diancie is a really interesting core, where you have Conk taking out things that would usually switch into him (think Clefable, Azumarill and Skarmory) paving the way for a M-Diancie shweep. There are 'mons that are able to stop the two however, such as Mega Metagross and M-Scizor, so I went with teammates that could beat said stops to the core. Tank Chomp was a natural partner, easily switching into M-Metagross and M-Scizor while punishing other physical attackers with Rocky Helmet + Iron Barbs. Decided Fire Blast was a must to wear down Ferrothorn and deal a good chunk to Scizor, two big stops to RP Diancie. Next, I added Ferrothorn to check opposing M-Diancies, Azumarills and Gyaradoses. In addition, Ferro supports the team by removing items and spreading paralysis which is especially helpful for the slow Conkeldurr.

At this point, Serperior bodied the team, and I needed a better fairy switch in (OU Fairies bar Diancie (usually) carry fighting and fire coverage) so I opted for Talonflame. Bulk Up-Wisp is the set I went for as the spreading of burns meant easier set up not only for Diancie but also for Talonflame. Starmie was added to spin away hazards for Talonflame and to provide the team with a solid Keldeo check. To discuss some of the spreads and movesets: Conk speed creeps BD Azu; Hammer Arm > Drain Punch because I wanted to dish out BIG DAMAGE. If you want, you can use Spikes on Ferro because that really helps M-Diancie sweeps; Gyro Ball can be run over Knock Off but I prefer to remove Heatran's and Ferrothorn's Leftovers tbh, and T-Wave can really be clutch for stuff like Zard X. As far as threats to the team, you have standard Landorus (which rekts all teams; let's be real) though Talonflame can handle (pray no Rock Slide). Oh and Mega Manectric gets special mention because you literally have to do the samba around him, kek (tho chomp lives 1 hp ice). Finally, a big shout-out to GeeMick for testing with me, suggestions, and Ferros spread (lives Hyper Voice + Focus Blast from M-Garde). Nothing but a fren.

enjoy!

Hey man, been testing this team further and I made the change to Max Speed Conk and Superpower to outspeed bulky Mega Scizor and get the guaranteed 2HKO - 2 Superpowers hit harder than two Hammer Arms, and in very niche circumstances last night I had unaware Clef switch in on a Hammer Arm and I was in Moonblast range; with Superpower I would have outsped and decked it. It then para'd the hell out of the team, the little...

It also has a really high chance of OHKO'ing MegaMan and puts a lot of hurt on Jirachi, while scoring the OHKO on ferro even without hazards. This team is so much fun though, thanks once again!
 
Hey man, been testing this team further and I made the change to Max Speed Conk and Superpower to outspeed bulky Mega Scizor and get the guaranteed 2HKO - 2 Superpowers hit harder than two Hammer Arms, and in very niche circumstances last night I had unaware Clef switch in on a Hammer Arm and I was in Moonblast range; with Superpower I would have outsped and decked it. It then para'd the hell out of the team, the little...

It also has a really high chance of OHKO'ing MegaMan and puts a lot of hurt on Jirachi, while scoring the OHKO on ferro even without hazards. This team is so much fun though, thanks once again!

I was wondering, did you have problems with SDef Skarmory if you did come across one ? Even though Conkeldurr sort of lures it, it looks like it'd be rather annoying because it walls Diancie, Garchomp and sets up spikes on Ferro while its common friend Scarftar can trap your spinner. Just to know, maybe going HP Fire might be worth it over Earth Power on Diancie.
 
I was wondering, did you have problems with SDef Skarmory if you did come across one ? Even though Conkeldurr sort of lures it, it looks like it'd be rather annoying because it walls Diancie, Garchomp and sets up spikes on Ferro while its common friend Scarftar can trap your spinner. Just to know, maybe going HP Fire might be worth it over Earth Power on Diancie.

I think Earth Power's too valuable tbh; Heatran can be difficult to lure in otherwise, and like you say, Conk does do a number on it. I haven't faced a Sp.Def Skarm yet though; I guess I'll have trouble with it when I do. Thing is, with EP, Diancie can set up on MegaMan and Raikou, while also doing serious damage to Metagross and Jirachi. I will bear it in mind though, thanks a lot!
 
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