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Project OU Teambuilding Competition V8 (Round 24: Building: Post #721 Page 29: Mega Latias + Togekiss)

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Alright, time to move up to the voting phase of this round. Lots of teams, Im feeling the love already!

Team 1
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Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Superpower
- Seed Bomb
- Facade

Talonflame @ Apicot Berry
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Brave Bird
- Natural Gift

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

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

Azumarill @ Choice Band
Ability: Huge Power
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Double-Edge

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 64 Def / 180 SpD / 16 Spe
Calm Nature
- Thunderbolt
- Roost
- Heat Wave
- Defog
i wanted to build a team around luring mega venusaur for breloom, so I started with return azumarill, which i changed later to de because return is too weak and does 35.1 - 41.4% which is still a 3hko after rocks. I then added garchomp for rocks, and weavile to check fast things like thundurus, with pursuit to trap lati. i had poison jab but it turns out that i could handle clef adequately with talon. nat gift ground talon lures mega manectric (huge threat) which is always annoying, and i also have spdef zapdos to help take it just in case. garchomp has edge for talon and zard-y.

Team 2
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The team started with Breloom + Talonflame core. These 2 mons pressure each other's check and counters very well and both are my win conditions with priority. Chose SD Breloom because of its sheer power and it can find opportunities to setup with Spore to break down teams without fat Grass mons or can cleanup offensive teams with a +2 Mach Punch. Talonflame is the Banded set, with max speed Jolly for Weavile and helps with revenge killing mons, as well as removing things like Grass types or Skarmory for Breloom. Tailwind is a last ditch effort for the remaining of my remaining mons to clean up the opposing team. Specs Keldeo was added to improve matchup against stall, a wallbreaker and my answer to Weavile. Next member was Latios, a check to a various number of threats such as Keldeo, Manectric,etc. Psychic deals more damage to things like Amoonguss and Venusaur, Surf 2HKO'es Heatran and Tyranitar for Talonflame and puts abit more mindgames at T-Tar that tries to Pursuit Latios. Surf also 2HKO'es Physically Defensive Skarmory, the thing that would be walling Bisharp or Breloom. Bisharp is my obligatory steel type and another wincon, priority and a way to punish Lati@s or Starmie trying to clear hazards. Last was Azelf, my suicide lead and a very reliable rocker and anti lead with its speed and Focus Sash, Skill Swap for Magic Bouncers. Defog is kinda counterproductive with a suicide lead, but you don't really need to Defog unless you really need to. Basically the team works by overloading the team's wincons check and counters with members of the team and the remaining member of the team cleans up afterwards. A pretty simple HO with bunch of priority. Yes this indeed team doesn't have a Mega. Feint Mega Pinsir works over Talonflame if you really want to.
Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Spore
- Swords Dance

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Tailwind

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Surf
- Defog

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

Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Skill Swap
- Explosion

Team 3

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Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 252 Atk / 4 Def / 252 Spe
Shiny: Yes
Adamant Nature
- Swords Dance
- Drain Punch
- Seed Bomb
- Mach Punch

Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Shiny: Yes
Timid Nature
- Psyshock
- Focus Blast
- Dazzling Gleam
- Knock Off

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 8 Def / 252 SpD
Shiny: Yes
Careful Nature
- Toxic
- Earthquake
- Slack Off
- Stealth Rock

Excadrill @ Leftovers
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Shiny: Yes
Jolly Nature
- Substitute
- Earthquake
- Iron Head
- Rock Slide

Azumarill @ Choice Band
Ability: Huge Power
Shiny: Yes
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off

Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
Shiny: Yes
EVs: 132 HP / 160 SpA / 216 Spe
Timid Nature
- Knock Off
- U-turn
- Heat Wave
- Hurricane
so yeah, when i saw breloom I wanted to build a sandteam with it, so i added hippowdon and excadrill. i wanted mega kazam as mega, since its p solid right now. I choosed a set with dazzling gleam and knock off, to not autolose against goth stall (which i still do, i assume). azumarill was added as another water resist, dragon switchin and as a solid wallbreaker. tornadus is the obvious flying type and a soft check to stuff like latios, which was pretty threating at the moment. to explain some sets: sub excadrill to have something against hyper offense (espically with bisharp), since i'm forced to run sdef hippowdon vs sun match ups. toxic orb breloom, because i don't like sash breloom with sand and defensive variants are still to frail. the reason i run toxic on hippo is bc i hit excadrill checks like rotom w and lando t on the switch, but stone edge and fire fang (vs charizard and scizor) are options too. my english is not the best, i'm sorry

Team 4

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Pinsir-Mega @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Close Combat
- Quick Attack
- Swords Dance / Knock Off

Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch

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

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 236 HP / 252 Atk / 16 SpD / 4 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Belly Drum

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Stealth Rock
- Toxic

Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Spore
- Rock Tomb
decided to use mega pinsir because it is tad underrated. throw in a breloom with rock tomb and focus sash to kill talonflame. magneton actually hits a real speed tier so i can revenge kill things like starmie and tornadus-t. air balloon magnezone can be used over magneton because it kills excadrill. rocky helmet chomp is standard and checks lop and birds. provides rocks too and latios removes hazards for mega pinsir. bd azu kills the offensive metagame so why not? mega venusaur is crap to deal with. knock off on pinsir is there for shed skarm and then kill your opponents stall team rofl. crappy description but for reals nigga this is some koolaid i whipped up for you

Team 5

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Alakazam @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Focus Blast
- Calm Mind

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Fire Blast
- Stealth Rock

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Hurricane
- Heat Wave
- Superpower
- U-turn

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 240 HP / 180 Def / 88 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Will-O-Wisp

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

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Bullet Seed
- Mach Punch
- Drain Punch
- Swords Dance
Wanted something to supplement Breloom + Torn-T with a special attacking sweeper so I figured Calm Mind M-Alakazam would do the trick here. Had offensive chomp before but I was kind of getting tired of it keeling over to SD Tflame and some other contact attackers so went with good ole tank chomp. Torn-T set is pretty standard but honestly the last move is really up to player preference. I played around with HP Ice / Taunt / and maybe in the future I'll consider something like Tailwind or Substitute. For the sake of ease and getting in the guys like Loom + Kazam in easier I kept U-Turn on this build. Rotom-W is Rotom-W enough speed to outpace Jolly Crawdaunt and below in case Breloom goes down. I had Klefki before but this was when the team had a more offensive feel which I wasn't a fan of. Clef set is pretty standard helps offset M-Manectric, Lopunny, and Weavile. Healing Wish is an option over Twave to maintain the offensive aspects of the team and others like the defensive core that get worn down. SD LO Loom with Mach + Drain punch to have both power and longevity. I have no hazard removal so didn't feel Sash was necessary. Teams kind of Zard-X weak so play in a way where you don't let it set up.

Team 6

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Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Superpower
- Seed Bomb
- Facade

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 152 HP / 104 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Knock Off
- U-turn

Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Hidden Power [Ice]
- Flamethrower
- Thunderbolt

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Flash Cannon

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Psyshock
- Rapid Spin

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Dragon Tail
I started with the core of Breloom + Tornadus-T + Manectric-Mega. Basically, Breloom takes care of threats of VoltTurn core like Bisharp and fat grounds. Because I didn't needed more wallbreak capacity, Tornadus-T have AV. Klefki is really good in this metagame, it sets up spikes and it is a emergency button for setup sweepers like DD Charizard-X. Starmie is my spinner. I think a water-type is necessary for all builds. Next we have Garchomp, it has an unrated set that i will explain later.

It is really unrated and people often switches Ferrothorn against Breloom oO. The popularity of SpeDef Skarmory is also nice for him. I choose the wallbreaker set for Breloom because I already have tools for offense. Tornadus-T has Heat Wave because I don't think Focus Blast is needed. It really nice against Skarmory. Klefki has Magnet Rise because Landorus-T Scarf can really beat me in lategame. Flash Cannon is obligatary for Diancie-Mega because Rock Polish Diancie-Mega can literally clean up the game. Starmie has Psyshock > Psychic for Chansey. The standard Goth Stall doesn't really have switch-ins to Tornadus-T bar Chansey. And if it doesn't have its Eviolite anymore, Starmie can 2HKO Chansey (252 SpA Life Orb Starmie Psyshock vs. 4 HP / 252+ Def Chansey: 281-331 (43.7 - 51.5%) -- 8.2% chance to 2HKO) after some damage (Knock Off, hazards damage). Finally, we have Garchomp this set is really unrated. When people see Rocky Helmet, they think that their Clefable is safe. EQ does a lot (see replay) and the rest of the team can kill it. Same for Hippowdon.

Team 7

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This round I decided to go for a solid classic offensive build. The focus of this team is to apply a huge amount of offensive pressure with multiple hard-hitters, set-up sweepers and priority, with a comprehensive offensive synergy to break whatever the opponent brings.

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With technician, Breloom has the strongest Mach punch in the game, making up for his low speed and crippling the likes of Heatran, M-Gyara. Rock tomb further compliments this by slowing down a switch-in to outspeed next turn. Spore is just fantastic for crippling an opponent and giving free set-up to one of the other members and bullet seed takes on the likes of Rotom-W, Hippowdon, which could cause trouble. Focus sash allows him to check the likes of CharY provided rocks are off the field.

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CharX makes a great partner for Breloom and is also imo probably the best mon in OU right now so why not. CharX counters the many fire and grass types which Loom struggles with and appreciates Breloom removing problem mons such as Hippo, Quagsire, Heatran etc to pave the way for a sweep. Standard DD set is just so hard to counter once set-up and this is my main wincon. Immunity to burns is also a huge bonus for this team.

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Thundurus was the next addition and completes the Breloom-flying core. With expert belt and STAB, HP flying is surprisingly powerful and helps to break through the bulky grass types such as M-Venu, especially as most would expect HP ice, M-Lopunny etc. Thunder wave cripples set-up sweepers and scarfers which is especially important on a team like this which relies so much on speed. Thunderbolt helps with faster waters such as Manaphy which Breloom struggles with. Sludge wave in the final slot as a fairy check for the likes of unaware Clefable, M-Altaria and M-Gardevoir. I went for e-belt over life orb because Thundy is quickly worn down by rocks + LO recoil, the damage difference is negligible when all the important hits will be hitting stuff super effectively.

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With PuP and Lum berry, Azu can power up on a switch to essentially become CB Azu with the ability to switch moves, which is scary for any team. Lum berry allows safe switch-ins on scald spam which can trouble the team and to destroy mons that would normally try to cripple the team with will-o-wisp such as M-Sableye. It also means he can have second chances to set-up unlike BD. Has good offensive and defensive synergy, completing a FWG core, and aqua jet hits most of mach punch's resists hard. EVs to outspeed opposing belly drum Azu and KO (most of the time) with play rough after BD, sitrus berry and rocks.

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At this point I was missing hazards, hazard removal, and I wanted a pursuit trapper. Ttar and Exca fit the bill perfectly. They also have a surprisingly good defensive synergy with the rest of the team which is unusual for these two. Tyranitar has 3 jobs - set rocks, pursuit trap Latis, and set sand for Exca. As such I went defensive to allow him to come in, tank hits, and repeatedly get his jobs done throughout a match. EVs allow him to tank 2 +1 dragon claws from CharX after SR then the rest in SpD for tanking draco meteors. I prefer leftovers over smooth rock as I find the increased longevity to keep coming in throughout the match to set sand more valuable than the sand duration being extended, and Exca doesn't usually stay in too long anyway. Plus sometimes I don't want the sand around too long if I'm preserving Loom's sash for a specific threat. He also provides a Talonflame check with stone edge and he can tank EQs from Lando and Chomp and retaliate with ice beam.

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Excadrill provides essential hazard removal and also acts as a revenge killer, fairy killer, and secondary wincon with swords dance. Air balloon helps mitigate a common ground weakness once Charizard has evolved and gives more switch-in opportunities. He can check powerful fast electrics such as M-Mane and Raikou and is also a useful T-wave and toxic switch-in.
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Rock Tomb
- Spore

Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost

Thundurus @ Expert Belt
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Flying]
- Sludge Wave

Azumarill @ Lum Berry
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Power-Up Punch

Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Iron Head
- Earthquake
- Swords Dance

Team 8

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Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Skill Swap
- Explosion

Mayweather (Breloom) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Spore
- Swords Dance
- Mach Punch
- Bullet Seed

Sacerdosse (Metagross) @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Zen Headbutt
- Meteor Mash
- Bullet Punch
- Pursuit

Super Sentai (Bisharp) @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Knock Off
- Swords Dance
- Sucker Punch

Manaphy @ Leftovers
Ability: Hydration
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
- Scald
- Tail Glow
- Hidden Power [Fire]
- Psychic

Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Nasty Plot
- Hidden Power [Ice]
- Focus Blast
Ok so I chose Thundurus as my flying type to core with Breloom and went for Hyper Offense as those two are incredible offensive mons. Thundurus is really a monster at the moment and I made him and Loom set up monsters to break through stall team which people are abusing. The mixed defensive unaware Clef is 2HKO after rocks by Thundurus and can't ohko back with moonblast. Unaware clef being one of the few mons (with stuff like zapdos) not fearing Loom in a stall team (you can spore it however wich is pretty cool, and you can spore Skarm). Sash loom to be able to SD and hits as much as possible. If opponent brings latios for exampleand you're +2 attack, you will 100% the time kill it with the combinaison of bullet seed + mach punch. In fact, if he choses to defog and not hit you, you may kill it just with bullet seed: 4 hits and 5 hits bullet seed is guaranteed 100%KO on latios at +2, and you have a +2 loom who has still his focus sash which is very dangerous for the opponent. (you also have a chance to ohko it with just 3 hits after rocks)
This is why rocks are crucial and I decided to go with suicide lead Azelf even if some friends remind me all the time they think he's bad. I just love it haha. He's a very fast taunter preventing opponents to do crazy stuff turn 1 and preventing them getting their hazards. It's simple: you taunt if you face a support mon and you just get rocks. Right after, u just BOOM, no matter what your opponent does (you don't care if he brings a ghost predicting the boom, the goal it to keep momentum). If opponent has offensive team, the Boom may actually ohko one mon (the perfect scenario is when u get rocks and kill a mon with Azelf). Why I like it? Its fast and I don't have to have to think of what I am going to do turn 1, I prefer a simple plan: u get rocks turn 1 and you proceed to take souls. Boom also preventing any attempt of your opponent to spin or defog. Skill swap is there to get rocks anyways in front of mega Diancie and mega Sableye. Opponent will sometimes not mega evolve on the skill swap but it's too risky to predict this kind of stuff, if he does not mega evolve then so be there's nothing you can do about it.
The goal is to always put pressure this is why almost every mon can set up: opponent tries to spin with defensive starmie on manaphy? Just tail glow. It tries to do it in front of loom? 0hko it with bullet seed (assuming sash is still effective). Tries to defog? Bring the other monster of the team: Bisharp. Bisharp being the one mon I will send after the boom if I see opponent has a starmie, so he won't be able to spin (sucker punch and don't tell me about reflect type starmie). Lum berry so mega sable can't hope to just come and burn you, and you won't fear some random alomomola scalds, or thundy's twaves for examples.
Speaking of tail glow, the set of Manaphy is made to lure in one of the few switchs in to this monster: mega Venusaur which will be a pain to the team otherwise. You ohko any form of mega venusaur after one tail glow. (I know some people will read and go calc with a 252hp/252 spedef mega venu haha, its more than 30%chance to ohko this one after rocks, but who plays 252hp/252spedef calm mega Venu?). It also hits lures ferros so you mega Metagross can put some work. Even with that moveset, Slowbros are not counters to TG mana. 216 speed to be sure to outspeed any Kyurem B that has not a speed boosting nature.
Manaphy and mega gross being the 2 monsters to be able to take a hit from mega Bunny and hit hard in return. Because of course mega Bunny is a threat to any offensive team so just be sure to keep your manaphy and mega gross healthy and you should be fine (you also have loom to threaten it with mach punch). As we saw above, the manaphy moveset is competely walled by lati@s so pursuit mega gross to get rid of these dragons and the gothitelles so the opponent won't be able to trick your manaphy, enabling this little cute blue things to take souls. Mega gross is not only a powerhouse but he also has great bulk and excellent speedtier (with prio BP to hit weaviles who think they can be fancy and stay in front of a mega gross!) so the team can perform well against offensive teams as well.

Team 9

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Before I get into the team i made, i want to talk about the challenge for this round itself. The core is actually fairly common, and i already had a TON of teams with this core (nearly every breloom team I have, and i have around 440+ teams). For example, there is “cosine’s sashspam team” (chomp / diancie / starmie / bisharp / talonflame / breloom), which is basically just a super standard offense that is more sash-oriented with this version. I have numerous other versions of similar teams that have loom, and because the team structure is so similar i have even fooled around with something like loom / torn / bish / diancie / tran / subsplit starmie (yes, that’s right), and due to the natural synergy between the members the team ends up working out well most of the time. I have even paired breloom with aerodactyl to cover the flying weakness in one go, and then compensating any buildup of a grass (venu/loom/cele) weakness afterwards.

The main things to notice about the core is that overall, i find that the offense matchup is pretty good if you can pressure the opponent with loom and have decent momentum / synergy (for example, RP diancie works well with loom since if you just stay in on torns for example and they u-turn you get off a huge hit or a free spore, while if they stay in they make themselves prone to a sweep afterwards). In the stall matchup, i find quagsire stall eventually develops to be a problem for a lot of builds. With the natural way breloom is, the way you develop the rest of your team for type synergy ends up building a big quagsire weakness as the common bish partner or another SD’er with loom cannot break it (although it can often break weakened hippo, chomp, or lando-t, the more common grounds), and since you have a grass type in loom already the team simply does not naturally develop other ways to combat quag. This becomes a problem in the stall matchup as they always have some other answer to loom (the best stall atm, “bof stall” or “abr stall”, packs amoonguss (i have no idea why people used cress earlier, screw lando-i) which hard stops loom. If you don’t pack too many other answers to it, the stall matchup becomes a huge problem. When i built this team, i built it with these concepts in mind and also to deviate from all my past builds (and i have quite a few) to produce something fresh and effective. I am actually extremely happy that this build turns out to be very similar to an old XY relic, which basically followed a similar structure and ended up being the team I used most when i qualified for OLT last year.

For reference, this was a dice team featuring sash force palm breloom / rocks lando-i / manectric / bd azu / bish / taunt wisp hex gar. With a lando-i and the particular gar set (and bd azu), the team was not very stall weak and although it did not feature a flying type attack, lando-i + gar were generally enough to handle venu's that troubled the rest of the team. Without the freedom of lando-i or the viability of taunt wisp hex gar in stallbreaking due to sableye, i had to try some alternative routes. I tried out klefki / craw > azu / bish because spikes and dog+lobster seemed nice, but the team developed too large of a keldeo weaknesses and i didn’t like it overall. Gar also didn’t fit amazingly, so this is where i decided on torn as my main flying type partner with breloom. With LO Taunt + mixed 3 atks, it is a potent force against stall. Cane / SPower / Knock / Taunt does the best against stall, but i decided that it was better to have U-Turn to keep up momentum (especially since i have no hazard remover, i can’t allow my opponent to force too many switches), and it pairs well with manectric. With Taunt + SPower i feel fine against chansey, and skarm is not so problematic as the rest of my team compensates for it nicely with loom to spore, manec as a direct answer, banded azu to really pressure it low (esp. with rocks), and smack down lando-t. Even then, with taunt itself torn becomes a huge problem for stall to face.

To explain the loom set, I knew i would be using LO SD since it is such a potent sweeper and overall i like SD a lot more than rock tomb, focus punch, force palm, or anything else. Sash is potentially nice sometimes, but I feel it is often wasted and without hazard removal, it becomes a very dedicated lead which I don’t think is the best way to play loom since it is very potent mid-late game, as the advantage of getting off a spore or a random SD is often much higher than what it gives you at the beginning of a game when they have 6 options for sleep-fodder and full health mons. I generally prefer adamant for the extra power, but I decided on jolly since the team has somewhat of a bisharp weakness (bisharp honestly does not get too much free reign against my team to SD, but i guess it could catch a defiant boost on a double or SD against my own bisharp which is ada and non sd and try to break my team), so with jolly loom I have more insurance against it.

Since i have already tried many other flying checks in oras to pair with loom, i decided to go with mega mane this time. It is stellar vs opposing offense and forms a great voltturn core with torn that helps mainly loom, bish, and azu come in easily to bring in the pain for the opponent. The typings don’t really have that many key resistances, but they do cover each others main weakneses and the rest of the team works well to sponge remaining weaknesses.

To cover the wide range of attacks this team was weak to including dragon, psychic, ice, strong water attacks, etc. I added the amazing Azu + Bish core. You may have noticed that the azu is not belly drum, which might actually be pretty curious for you since one of the great things bish does is force a draco from standard lati’s which can give azu very easy set-up. BD is kinda lackluster in the current metagame, so i knew i would be running something else. I was initially banded facade, but after some testing I decided to give Lum PuP a shot. Although it hurts to not be as strong off the bat, the freedom to switch up moves is ultimitely more useful so that the opponent can't get too much momentum against my team, especially with electric types. Azu is my main scald switchin (one reason i used to have facade), and in general a nice WoW absorber with lum, while PuP allows it to regain that power it used to have with a band and stop some fat non-unaware stuff from setting up on it.

I normally end up using jolly sd lo on most of my bishes, but it turned out to be different for this team. With SD on lando-t and loom i didn’t really feel the need for it on bish, and i found pursuit to be much more necessary as latias could become extremely annoying. With manec and torn to bring it in really easily (especially manec on latis) it can quickly help break the opponent. The dark typing is really key to the synergy of the team, and it provides a third form of strong priority that’s great at helping this team beat offense. A well timed pursuit / sucker can really change the game and break the opponent. With Dread Plate the bish has greater longevity as well, so you can maintain it as a check to stuff like clefable longer.

Finally, SD Smack Down Lando-T rounds off the team very well. as a secondary ground immunity, an electric immunity, and is much more solid against edge-quake than torn-t. Double intimidate with manectric is really nice to check physical attackers, so stuff like lopunny will not have the easiest time running through (a lot of priority also provides good matchup vs opposing offense). With a Lum Berry and SD it can set up rocks against Sableye stall or absorb a spore from amoonguss, and smack down helps it keep those rocks up by beating skarmory (it also is great to stop rotom-w from getting of a free wisp / momentum. Otherwise, its great for breaking balance right from the get-go by putting the opponent on the defensive immediately. It can especially break balance mid-to late game by just muscling through the fat mons left. Azu and Bish really help to cover some of the strong special attacks lando is weak to like strong hydro/scalds and ice beams or perhaps a psychic, shadow ball, dark pulse, or draco meteor. Its also pretty unexpected (especially with lum), but i haven’t really missed u-turn and overall it does really well.

The only thing i am possibly change i am currently considering is a yache berry on lando-t since manectric takes a huge chunk from stuff like lo focus blast from thundurus, and it isn’t the best check to stuff like assault vest raikou or opposing manectric. The triple priority really helps opposing elecs, but if you find yourself struggling too much with electric types then a yache berry would make it a better answer to electric types. Overall though i think it would be much more inconsistent, and in the end just not worthwhile over lum. Also, 29 HP Ivs on loom are to reduce LO recoil by 1 so the difference is made up in 2 lo hits, while each hit after that will result in loom having 1 more hp than it would have had with 31 hp ivs (just something i do with a lot of LO mons).
Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Spore
- Mach Punch
- Bullet Seed
- Swords Dance

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Hurricane
- Superpower
- U-turn
- Taunt

Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Volt Switch
- Flamethrower
- Hidden Power [Ice]

Azumarill @ Lum Berry
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Power-Up-Punch

Bisharp @ Dread Plate
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Pursuit

Landorus-Therian @ Lum Berry
Ability: Intimidate
EVs: 252 Atk / 12 Def / 244 Spe
Adamant Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Smack Down

Team 10

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#AngryBirds
This is a team made by me (or us huehuehue) which primarily focused on ensuring a Mega Pinsir/Breloom sweep or ScarfTran clean. The initial core began with Mega Pinsir and Breloom, as these two have some great offensive synergy, with Breloom being able to capitalize on and weaken most of the "checks" to Mega Pinsir including TankChomp and SpDef Skarm.

Being extremely Weavile weak did the core no favors, however, we exploited this through adding Klefki and ScarfTran, giving us a method of speed control, some nichze hazard stacking to make Pinsir's job easier, and a way to generate a secondary wincon via cleaning with Tran. Lati was added as a much-needed Keldeo check; we felt that a spinner wasn't needed, considering the opponent was pressured to Defog anyways, and this allowed Pinsir to come in much more freely, which was good for us. Additionally, Lati was Pursuit bait, initiating a way for Breloom to get a free SD and wreak havoc.

Finally, considering our best sand check was Breloom (lol) and as we had no rocks to pressure opposing teams, we decided on defensive Lando-T.

Annoyances to this team include Mega Diancie and Nasty Plot Thundurus :]
Tom @ Pinsirite
Ability: Aerilate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- Swords Dance
- Quick Attack
- Earthquake

Jerry @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Mach Punch
- Seed Bomb
- Superpower

Ed @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Draco Meteor
- Psyshock
- Defog

Edd @ Leftovers
Ability: Prankster
EVs: 252 HP / 56 Def / 200 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Dazzling Gleam
- Spikes
- Torment

Eddy @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Earth Power
- Flash Cannon
- Stone Edge

Taz @ Leftovers
Ability: Intimidate
EVs: 240 HP / 208 Def / 52 SpD / 8 Spe
Impish Nature
- Stone Edge
- Stealth Rock
- U-turn
- Earthquake

Holy shit, 10 teams!! Fantastic. And a good amount of variety here which is pretty cool. Please bold your vote.

Voting ends on Thursday around 8:15 P:M (GMT -5)

Have fun!
 
Unfortunately no Lansat Breloom + NP Thundurus 10 / 10 squads, but still great teams. Voting for team 5 but it's really close
 
Speaking of which, I was going to post a team of Lansat Loom + NP TWave Thundy + SB SD TFlame, but I didn't smooth out the kinks in time and decided not to post it.
 
1 doesn't have much counterplay for fast shit like diancie / manec, overall the use of a rocks weak defogger with two other sr weaks mons means you're gonna be pressured and lost the hazard war too frequently;
2 gets dropped by diancie so hard, also i think with two fightings breaking for each other purs > sd bish would be nice support. i also think sash loom might be better to neuter at least one fighting check like torn or lati for keld to put in more work. basically the use of double fight doesn't seem well-thought enough in terms of practical offensive synergy
3 has the weakest excadrill ever, at least run adamant driller with eplate, jolly isn't needed in this team anyway i think. sub on drill isn't particularly useful vs offense and between hippo (da fuq is that spread lol) and mach punch loom bish is fine. also maybe cm psyshock would be enough in terms of getting past sab stall especially if you manage to knock off chansey's eviolite with torn. also run a torn spread that outspeeds timid zam.
4 would so appreciate having offensive chomp, you got enough prio to handle the offensive mons chomp checks (talon isn't overly problematic, mach for bish, mach and qa for lop, mach and jet for drill, zone for mzor). also you're so weak to kyube you rly wanna outspeed it with chomp, and maybe sd sash/yache chomp would help with diancie/manec matchups respectively. with that option mgross is more of a threat but it's not so common anymore + i think the change might still be worth it overall.
5 if you don't have sash in the first place, you're not gonna get much space to spore/sd up. if you don't have spore, you can't even spore their ground pivots to get up a free hit or a free sd.. so yeah the loom set doesn't seem to fit too well, maybe LO focus punch with spore could have fit better. it's a team that's in for a pretty rough time against clefable balance etc. well i do appreciate the use of clef to mitigate the kyube weakness, even thoughn clef's more passive than the other members by quite a big margin.
6 is like, the very team i was expecting everyone to build. i like how the sets synergize, magnet rise flash cannon keys beats diancie, then since you're not heal block you run fast sd chomp which helps with both kyube and clef. only thing i see is a huge ass freaking excadrill weakness (klefki teams more or less end up weak to drill, to zor or to clef), which loom could at least run mach punch for (and for bish too). but yeah, nice offensive spikes voltturn, lo starmie is pretty good atm.
7 could just run twave + np lefties thund and have it be more effective overall than this ebelt set, definitely agree with the use of hp flying here though. azu could do with av cause lum avoiding scald burns doesn't matter if specs pump + sr + sand 2hkoes you. any reason the ttar is lefties over smooth rock ? i can't see one. sd balloon drill + zardx is a really strong offensive core, liking it.
8 kinda loses to sab stall since it's gross the pursuiter (lacks gk) and not bish, also maybe manaphy could do with being sitrus berry since it's ho. also it's a rly slow ho so i'd personnally wanna run twave over np on thund here since there's already 2 breakers. also idk if you need scald to burn ferro since you got hp fire + purs support for the latis, surf on ho for the immediate power might be more appropriate. also having your gross walled by ferro means you autolose to ferro spikes balance more or less, provided there's any kind of secondary manaphy check in the back.
9 finally taunt torn, which to me is pretty much the better set, also maybe av azu could be run for the same reason as team 7. i like the twist of sd smack down landt, just gives a really good breaking ability. there's this huge kyurem-b weaknes, as i said these manec/loom/torn are usually weak to one of two/three threats. strong momentum grabbing and capitalizing (did i word that correctly?) in this one though.
10 similar concept to 6 and 9 with loom/klefki/ground. what i notice is the absence of a water type, which means you can't actually get too much advantage of hippowdon sitting there against a couple of the mons on the team. what's more, i'm not too fond of lati + spikes, but lati does have uses in beating elecs/kyube 1v1 unlike starmie. scarftran seems to be there to patch holes but it's pretty similar to klefki, hence a lack of diversity in the team's ability to cover other threats. for example any manaphy + pursuit core will have a rather easy time running through. the stall matchup is also pretty tough with the only real breakers being blocked by amoonguss or skarm.


Would have expected to see more offensive chompers, more taunt torns and less toxic orb looms tbh.
Voting for team 9, team 6 was close behind though.
 
Team 5 seems the best to me except calm mind on zam. Team 3 disappointed me with its sets or else it would've been the best setup in terms of mons.

The rest all either have a problem with a team member or their set is not good for what the rest of the team is doing. Examples include:
Team 1: Going toxic orb loom when the rest of the team has strong priority and has a defog user to facilitate focus sash loom.
Team 7: Having lum berry azu and sash loom when the team has status absorbers of every kind and the only rock remover being exca who needs the sand up which counteracts looms sash.
Team 8: Having no hazard clear on a majority setup team.
 
The winner of Round 4 is FlamingVictini with his team being Team 9. Good job I'll be adding you to the Hall Of Fame shortly.

Here's the core for Round 5.

Round 5: Entei + Celebi

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While thinking of some cores / concepts for this round I was thinking of making reference to some old Pokemon movies and thought these two could work out. Yes, that is the reasoning for this core. You're welcome and have fun.

ALSO you will now post teams in the thread not pms. I changed the first rule to reflect that. Small advice is ok but don't go with crazy as hell rates and back and forth bickering. I'm gonna try doing this for this round and see how it goes. Thanks.
 
i used this before with sd pass to mega pedo

didnt work

ill try recreate it but it was total ass. but holy shit mega pedo is the scariest thing ever after sd pass
 
Cash, it was pretty cool. The sporeless loom really set me back tho especially since you also overloaded clef with checking a bunch of stuff and that made the team seem a bit more clunky, + you really need taunt on the torn to handle the stall. I noticed you used to have klefki over clef and an offensive chomp which was the thought process i was thinking when i looked at the team, although i'm pretty sure that you disliked klefki for similar reasons that i just didn't feel that it would fit on my team either, despite its defensive typing + prankster being seemingly so good.

I think there's like a million variants of that build that can work (team wise like the Spore comment) but Taunt torn-T I don't think is actually a necessity when a coverage move to lure something I find is much more effective at breaking certain defensive cores. Yeah taunt slows down some utility that's a given, I tested it some I think it sucked, however I found myself in either a position where they just attacked anyways or a dead Torn-T. Klefki was nice on hazard variants of this build but the results seemed boring / impractical in comparison to how I usually make decent hazard builds with M-Kazam. By then I just said screw it and went with that version of the team. Yeah Clefable was more or less a necessary evil although I guess I could've just used Azumarill and had my entire team shat on by M-Manectric barring M-Kazam lol.

Other than that your analysis was pretty spot on (tank chomp for Sciz and Bish) and some other stuff you went into details on.
 
Teambuliding Competition R5 Entry
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The team started with Entei + Celebi as required. I started with Choice Band Entei, a mon that can easy wear down teams with a powerful Sacred Fire and burns. The Entei set is standard OU. The Celebi set is decided later, but I decided that I would run Sand with these 2 cores, since they synergizes pretty well in a sense that Entei can pressure mons that are annoying to Sand teams, such as Skarmory, Hippowdown, Landorus and Azumarill with Sacred Fire burns. Celebi handles priority such as Breloom's Mach Punch, Azumarill's Aqua Jet and things like Keldeo. I decided on Excadrill + Tyranitar. Excadrill is a powerfull Sand Rush abuser for cleaning up late game, also my hazard control, although not the most reliable, still can do its job well when necessary. Tyranitar checks things like Talonflame and Charizard Y which is annoying, with Superpower checks Bisharp and traps Lati@s, so that I have a easier time keeping up rocks while reducing the amount of Sacred Fire switchins. Next I added Specs Keldeo, completing FWG on the team to handle fat Physically Defensive mons as well as being a great wallbreaker in general. Tornadus T was added since I was still annoyed by things like Gengar or even Alakazam, deals with M-Venu, etc. Also a good pivot to bring in my mons safely. For Celebi I chose the standard SpD utility set (spread ripped off from tcmK's RMT!) with Leaf Storm since it KO'es Azumarill(BD variants) and Rotom Wash after rocks and you already have reliable recovery to compensate for Giga Drain's small recovery. Its not staying for a long time on the field anyways so SpA drop doesn't hurt that much. Thunder Wave lures out Charizard Y, which is annoying to the team since it can come on a Excadrill after it revenged something, shut down Sand and pressure my team from there as well as Talonflame, which is just annoying in general. Keldeo has HP Electric since Mega Gyarados can be pretty annoying for the team, also baits in bulky waters so Sacred Fire becomes more spammable. Celebi and Tornadus handles Latios pretty fine that I'm fine with not running Icy Wind. This ended as a more offensive oriented balance teams, with the goal being wearing down teams with Entei and Keldeo while cleaning with Excadrill late game by pivoting between team members. Criticism are appreciated since they helps me know what I'm doing wrong/need improvement on. Thanks for reading!!
Dog (Entei) @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Stone Edge
- Extreme Speed
- Bulldoze

Onion (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 240 HP / 56 Def / 176 SpD / 36 Spe
Calm Nature
IVs: 0 Atk
- Leaf Storm
- Stealth Rock
- Thunder Wave
- Recover

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

Mole (Excadrill) @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Bird (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 176 HP / 80 SpA / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Heat Wave

Horse (Keldeo-Resolute) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Scald
- Secret Power
- Hydro Pump
- Hidden Power [Electric]
 
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Celebi is extremely versatile so this was really interesting. I was thinking how these two could best be used together, SD-pass came to mind and holy crap did it work. Aim of the team is to wear down the opponent with multiple swords dance-boosted wallbreakers/sweepers and it's really fun to use :]
Also credit to Josh Morales for the original idea in the good cores thread.

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Celebi is the MVP on this team, supporting with swords dance & baton pass. Recover is mandatory to keep her alive throughout the match to keep passing those boosts. Seed bomb gives her some offensive presence and beats the likes of Rotom-W and Slowbro. 108 speed EVs are to outspeed jolly bisharp to escape pursuit with baton pass, and the rest put into defence for longevity. Celebi also acts as a status absorber with natural cure as the rest of the team hates status.

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Entei is the first SD receiver and synergises well with Celebi, has a small move pool but good coverage and a sweet 50% burn chance with sacred fire. Iron head is to beat fairies such as Altaria who think they wall you. E-speed for powerful priority which at +2 can usually clean up on its own. Bulldoze for Manectric and Raikou (sacred fire actually hits harder but has low pp). Life orb over choice band as the ability to switch moves is really useful and after a SD he hits hard enough anyway. 32 HP EVs hit a LO number and he still outspeeds neutral base 95s, E-speed makes up for the slight drop.

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Azu came next, completing a FWG core which everyone loves. These three have a great offensive and defensive synergy and nail each other's checks and counters. Aqua jet brings more priority to an otherwise slow core. Waterfall and play rough are just stupid powerful with choice band and swords dance and at +2 pretty much every time it comes in something is gonna die. Although CB does limit move choices and requires a bit more prediction it means that even if Celebi's gone he can still do a ton of damage. Also there's this:
+2 252+ Atk Choice Band Huge Power burned Azumarill Play Rough vs. 252 HP / 252+ Def Mega Sableye: 331-390 (108.8 - 128.2%) -- guaranteed OHKO
204 speed EVs are to outspeed most opposing Azu and KO with play rough - if BD Azu's start running max speed then this can be changed to 252.

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For an offensive team the team was still quite slow, I also had a mega slot free. Mega-Aerodactyl fits perfectly, brings much-needed blazing speed to the table and just wrecks offence, after a SD nothing is safe. Another bug resist is also welcome for Celebi and I needed a Talonflame counter. EQ important for M-Mane and Raikou as the team lacks a ground type. EdgeQuake coverage hits pretty much everything anyway then ice fang for Lando, Gliscor and Chomp and aerial ace for spammable STAB. Although rare now, as Aero is my Talonflame counter 44 defence EVs survive 2 CB brave birds after rocks. The speed EVs outspeed jolly Gyarados at +1.

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I still needed hazard control, but I didn't want to compromise offensive presence and also needed a special attacker for physical walls. Latios fit the bill - Draco meteor and Psyshock for powerful STABs, defog to remove hazards, roost to stay alive throughout the match. Standard.

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Bisharp is my stealth rocker of choice. He may not be the most reliable rocker but in addition to setting hazards he brings a few key resists to the team, in particular poison, rock, ghost, ice, and dark, to balance my defences. Iron head is mandatory to kill fairies should Entei go down, sucker punch for more priority because who doesn't love priority (also helps vs M-Mane which is a OHKO after intimidate and rocks), and every team should have knock off for general utility plus killing Latis etc. SpD EVs are to guarantee surviving a HP fire from LO Latios after rocks.
Nidhug (Aerodactyl-Mega) @ Aerodactylite
Ability: Pressure
EVs: 240 Atk / 44 Def / 224 Spe
Jolly Nature
- Stone Edge
- Aerial Ace
- Earthquake
- Ice Fang

Acacia (Celebi) @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Impish Nature
- Seed Bomb
- Recover
- Swords Dance
- Baton Pass

Fiver (Azumarill) (M) @ Choice Band
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Superpower

Cerberus (Entei) @ Life Orb
Ability: Pressure
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Sacred Fire
- Extreme Speed
- Iron Head
- Bulldoze

Brienne (Bisharp) (F) @ Black Glasses
Ability: Defiant
EVs: 204 Atk / 52 SpD / 252 Spe
Jolly Nature
- Knock Off
- Iron Head
- Sucker Punch
- Stealth Rock

Steel (Latios) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Roost
- Defog
 
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This submission is with GeeMick who I built the team with
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So the team did not immediately start with SD Cele Pass, and was instead focusing on strong synergy before the specific sets developed. Both GeeMick and I immediately had the idea of adding
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KeldTar + Drill: It provided rapid spin support which really helps entei, as well as immediate speed and revenge killing ability. TTar + Drill also handles birdspam and pursuit's psychics and ghosts like lati's, which keldeo benefits greatly from. Keldeo also adds the solid bisharp and weavile counter, and completes the FWG core. At this point we started thinking about stall matchup, and i suggested Lopunny and Azu > Keldeo.
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+
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Lopunny: Lopunny is actually crucial to the stallbreaking part of this team, and this is the unique set it is running: PuP Encore. With Encore, lopunny can shut down many defensive mons. For example, it can HJK to force a recovery move from quag or skarm (works better if its on the switchin). You can then pup on the recovery move and encore them into it. If you trap skarmory into this encore then it helps to predict the quag, but otherwise if you can encore quag on a non-toxic then you basically nab a kill, force them to come back in to toxic when their healthy (but you can encore the toxic if you don't 2hko), allowing you to wear it down very low. Sacred Fire Burns help lopunny beat quagsire so that SD pass almost outright wins, and azu can also knock it off if they have to bring it in over amoonguss.

Azumarill: I originally was thinking some sort of Splash Plate or AV variant, but i eventually decided on bandzu. The extra power really helps break quagsire and it can OHKO amoonguss with enough SD boosts. I chose knock off in the last slot since no other team member had it and its spammable and helps to remove the items of stuff like amoong or quag. The Speed on Azu outspeeds 0 speed heatran by 2 points.

Celebi: The SD Baton Pass set fits best on this team since its almost all physical. Fairly straightforward set, the extra speed is to outpace timid tran and the rest goes into defense to tank stuff like lopunny.

Excadrill: Elec immunity, temporary ground immunity, and sand rush spinner. Straightforward and simple.

TTar: Shuca Ice Beam helps with Garchomp and to an extent Lando-T.

Entei: Flame Plate cuz I wanted boosted power, but no LO recoil which greatly reduces longevity and to not get choice locked. Since i'm not banded i need iron head for physdef clef and it also hits altaria and diancie harder (if non protect and hasn't mega'd).
Entei @ Flame Plate
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Extreme Speed
- Bulldoze
- Iron Head

Celebi @ Leftovers
Ability: Natural Cure
EVs: 240 HP / 92 Def / 176 Spe
Impish Nature
- Seed Bomb
- Swords Dance
- Recover
- Baton Pass

Azumarill @ Choice Band
Ability: Huge Power
EVs: 32 HP / 252 Atk / 224 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Knock Off

Tyranitar @ Shuca Berry
Ability: Sand Stream
EVs: 104 HP / 152 Atk / 252 Spe
Hasty Nature
- Stealth Rock
- Ice Beam
- Stone Edge
- Pursuit

Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Rapid Spin

Lopunny-Mega @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Encore
- High Jump Kick
- Return
- Power-Up Punch
 
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Celebi @ Weakness Policy
Ability: Natural Cure
EVs: 252 HP / 156 Def / 100 SpD
Impish Nature
- Seed Bomb
- Swords Dance
- Baton Pass
- Recover

Entei @ Choice Band
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sacred Fire
- Bulldoze
- Extreme Speed
- Stone Edge

Gyarados-Mega @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Crunch
- Waterfall
- Ice Fang
- Dragon Dance

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

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Hidden Power [Fire]
- Flash Cannon

Clefable @ Leftovers
Ability: Magic Guard
- Moonblast
- Soft-Boiled
- Stealth Rock
- Thunder Wave

I might be new but I am going to start off strong. First, the common theme that should come to mind when building this team is sd pass Celebi. However, what about sd weakness policy slow pass. With this spread you can survive a good amount of super effective hits. Sure, you lack another form of recovery but if plays correctly you can sweep teams with ease with either Entei or the mega that completes the FGW core my man Mega Gyarados. Again, with the idea of sd pass mega gyarados just like entei and do the same also I added dragon dance to of course raise the speed. Well next down the list right away I need a way to get rid of hazards and doesn't get as annoyed by tank chomp rocky helmet crap so I thought one of the lati twins but which one? well it is Latios anyways with pretty self explanatory reasons. Also with memento so it will be an easier to set up and win. The next member of the squad belongs to the steel trapper Magnezone. I needed a way to deal with ferros and defense scizors fast and efficiently and magnezone was the best choice. FInally I need a rocker so rock setter clef standard set seems to fit the spot quite nicely to finish the dragon-steel-fairy core. I would like some feedback as soon as possible thank you.
 
Alright first to post a real bulky balanced / border line semi-stall
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Entei @ Leftovers
Ability: Pressure
EVs: 136 HP / 16 Atk / 96 Def / 60 SpD / 200 Spe
Adamant Nature
- Sacred Fire
- Bulldoze
- Substitute
- Will-O-Wisp

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 84 SpD / 16 Spe
Bold Nature
- Toxic
- Heal Bell
- Recover
- Giga Drain

Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 216 Def / 44 SpD
Calm Nature
- Wish
- Protect
- Moonblast
- Calm Mind

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 120 Def / 140 SpD
Calm Nature
- Defog
- Roost
- Thunderbolt
- Heat Wave

Gardevoir @ Gardevoirite
Ability: Trace
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt

Scizor @ Scizorite
Ability: Technician
EVs: 252 HP / 20 Atk / 56 Def / 180 SpD
Impish Nature
- Swords Dance
- Roost
- Bullet Punch
- U-turn

244MS.png
: At first I started with Flame Plate Entei, since I don't like choice items outside of Scarf too much and it would let me surprise heatrans with a Bulldoze to a decent amount of damage. Soon enough, I realized that Entei was pretty weak, and even though I was trying SDPass Celebi, there wasn't enough momentum to the team. SO, I decided to make Entei more of a utility mon, seeing that its bulk wasn't too bad. So WoW + Sacred Fire ensured I'm burning the opponent a lot, Bulldoze for Heatran, and Substitute to stall out chansey a bit with 101 subs, pressure, and burn, while also dodging Sucker Punch from Bisharp.

Since this is the star of the show, I'll give the ev spread functions: 200 Spe outspeeds Jolly Hoopa-U, 136 HP allows 101 Subs, Adamant because Sacred Fire so 16 Evs to have a jump point, 136 HP / 60 SpD allows me to take 2 FBs from Mega Gardevoir, and the rest put in Def to take on some physical hits better.

251MS.png
: What was SDPass Celebi was changed to support. Heal Bell is very nice on a bulky build, while I really like T-Wave, Celebi is such as passive mon that it needs something like Toxic to remove some passiveness. Giga Drain helped clear out bulky water types for Entei, and Recover is recover.

036MS.png
: With Unaware Clef, a lot of the meta was walled. It removed some weakness I had to Latis, and most of all, Manaphy and Serperior. I added CM > Heal Bell with Wish+Protect to have as a backup wincon, but also wish support for entei is pretty nice.

630MS.png
: Hazard removal and a Gengar check. Worked pretty nice. Knock Off and Foul Play were very nice and being a Hoopa-U check wasn't bad at all.

282MS.png
: Next I added Mega Gardevoir. I was looking pretty passive vs. Stall, so what other than Taunt Modest Mega Gardevoir to destroy it? Focus Blast also helps shred people who think Heatran is a counter to pieces, making this team handle Heatran much better.

212MS.png
: Finally, I added bulky Scizor. I needed a counter to Weavile, and a check to a lot of pokemons such as Mega Metagross, Mega Lopunny, Kyurem-B and Bisharp. Since I already have Defog, I just used SD > Defog. Now you probably noticed that instead of having Leftovers, this Scizor has Scizorite. To some people this may sound like gimmicky and utter shit, but it actually helps a lot. Mainly, it allows Scizor to take Knock Off spam MUCH better, now Weavile doesn't even do nearly as much with Knock Off, and neither does Bisharp. Not only that, but against much faster-paced team where Mega Gardevoir can barely switch, sometimes I choose to mega evolve this over Mega Gardevoir. This is very rare and I only do it if I see something like Bisharp/Mega Metagross/Gengar on one team together, making Mega Gardevoir next to useless.

630MS.png
->
145MS.png
: After some battling, I realized that Flying Spam wrecks me. SD Talonflame and Life Orb Tornadus-T can repeatedly come and get a kill under certain circumstances almost every single time. Zapdos solved this problem, and I also made it SpD to take on Gengar better, only having 0.4% chance to get 2HKO'd by Sludge Wave, making it a nice check, but also only having 0.4% to get 2HKO'd by Latios's Psyshock in case I was forced to eat it up.

And I guess since this is not anonymous anymore a couple of replays won't hurt, righty?

http://replay.pokemonshowdown.com/ou-274754935 - lucked out a bit here but shows how nice scizorite on scizor is

I guess I'll post some more this team hasn't lost yet with the Zapdos addition ...
 
Yup explained in explanation.

horrible/gimmicky on paper decent in practice. I just see that no item is much better than leftovers on scizor, since it helps it turn scizor from a Weavile Check to a Weavile counter, and then be a really decent check to bisharp/all knock off users. so what was originally no item became Scizorite because it not only prevented Trick/Switcheroo, but also made scizor another "option" that can be used vs. match ups extremely horrible to Mega Gard, which are all ironically good match ups from Mega Scizor.
 
sorry - i deleted my previous post - i'll enter this one instead.
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Entei @ Choice Band
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Sacred Fire
- Extreme Speed
- Stone Edge
- Bulldoze

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Recover
- Baton Pass
- Giga Drain
- Nasty Plot

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 32 HP / 200 Atk / 24 SpA / 252 Spe
Naive Nature
- Dark Pulse
- Gunk Shot
- Drain Punch
- Psyshock

Kyurem-Black @ Choice Scarf
Ability: Teravolt
EVs: 252 Atk / 28 SpA / 228 Spe
Naive Nature
- Ice Beam
- Outrage
- Fusion Bolt
- Iron Head

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Defog
- Roost
- Bullet Punch
- Superpower
didnt like the previous build, it was probably better but i didnt find it fun to use...decided to try nasty pass to agility amphy on this build. nidoqueen was added to beat clef as well as provide rocks for the team. np+mega amphy is pretty hard for stall to handle, so i went with scarf kyurem-b w/ hp fire for revenge killing purposes. scizor rounds off the team by providing hazard control and a bisharp check as well as check things like opposing kyurem-b, tyranitar, and weavile. edit: replaced nidoqueen with sr gliscor to check zard-x, etc better. edit2: shoutout to allattack for suggesting keldeo over mega ampharos, gives me a better check to bisharp + allows me to replace superpower on it. stone edge gliscor helps check talon after removing mega amph edit3: lando-t takes over gliscor for a better check to zard-y and mega pinsir. also replaced keldeo with hoopa-u so that i had a better check to mega venu, and put superpower back on mega scizor. np pass to hoopa-u or kyurem-b still destroys stall teams.

"The team was built around the obligatory core of Entei + Celebi. This core seemed to appreciate the wallbreaking prowess of Keldeo and the synergy it would provide. An example of this is that Celebi could NP pass to it and Entei could break the bulky Pokemon such as opposing Celebi while Keldeo helped Entei vs walls such as Quagsire. At this point, Scarf Kyurem-Black was added to help with the slightly slow nature of the team while it could also revenge-kill threats such as Lati@s and Tornadus-T which troubled us. Landorus-T provided us with a solid rocker that could check Talonflame and Charizard-X, both of which posed threats to the team and Mega Scizor was added due to its traits in Defog + Bullet Punch, while providing a good Lati@s and Gardevoir check." -AllAttack, thanks for helping me write this, although if I were to be honest I didn't think of any of that at all..
 
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yuruuu

this applies to anyone really but you're allowed to edit your post and change whatever before Tuesday night lol. As in change anything, mons, moves, evs, etc. I take what is there at the time of voting so don't worry about changing stuff around for the sake of making a better team in your eyes.
 
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