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Project National Dex: Community Create-A-Team v2

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Specs Volcanion :volcanion: :choice specs:

Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Steam Eruption
- Flamethrower
- Earth Power
- Toxic

Once had a surgence of popularity when ox the fox slotted it in his hail team. A menace to switch in and often times scouts are needed to do so. I've tweaked the moveset a little and swapped out sludge wave for toxic, since there's more victims for the latter move to lure and punish such as mega lati twins, kommo-o, kyurem and fat waters except fini compared to sludge wave solely hitting the aforementioned guardian of alola hard.

https://www.smogon.com/forums/threads/national-dex-community-create-a-team-v2.3699417/post-9235525
when the explanation be coming tho :(
 
Voting is up! Ends tomorrow!

with the new VR update and Latias-Mega rising to A+, I think it's fitting if we build a team based around Stored Power Latias, a powerful breaker that only needs the opposing darks to be removed to completely blow past it's more common checks. IT ALSO DOESN'T NEED ANOTHER MAGNEZONE TO DO ANYTHING

Also pretty fitting for this to be my 100th post as this is one of my new favorite mons

:ss/latias-mega:
Latias-Mega (F) @ Latiasite
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Substitute / Refresh / Reflect Type
- Stored Power
:indeedee-f:

Indeedee-F @ Choice Scarf
Ability: Psychic Surge
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Mystical Fire
- Expanding Force
- Trick
- Healing Wish

:medicham-mega:

Medicham-Mega @ Medichamite
Ability: Telepathy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- High Jump Kick
- Zen Headbutt
- Ice Punch

bring mmedi in, start breaking shit, keep going till you've taken some hits, pivot into indeedee and maybe trick a scarf before dying w/ hwish and bringing in mmedi again to wreck even more havoc, and now it can't even be stopped by shit like mlop
Heatran @ Leftovers
Ability: Flame Body
EVs: 252 HP / 136 Def / 120 Spe
Bold Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Stealth Rock
- Toxic

Fuck it. Lets try phys def tran.
:Charizard-Mega-X: @ :Charizardite X:

Ability: Tough Claws

EVs: 252 HP / 4 Atk / 252 Spe

Jolly Nature

- Dragon Claw

- Flame Charge

- Thunder Punch / Earthquake/ Roost

- Belly Drum



Belly Drum Charizard is really dangerous due to the rarity of the set and no one really preparing for it in the teambuilder. I'm not exactly sure if full HP is good but it allows Charizard to sustain more hits and considering it's attack will be increased 6 stages + Tough Claws boosted, it won't really need that investment. Dragon Claw is just good STAB, Flame Charge provides speed and still does a shit ton cause of Belly Drum, Thunder Punch hits water types and heatran neutrally.

Specs Volcanion :volcanion: :choice specs:



Volcanion @ Choice Specs

Ability: Water Absorb

EVs: 252 SpA / 4 SpD / 252 Spe

Timid Nature

IVs: 0 Atk

- Steam Eruption

- Flamethrower

- Earth Power

- Toxic



Once had a surgence of popularity when ox the fox slotted it in his hail team. A menace to switch in and often times scouts are needed to do so. I've tweaked the moveset a little and swapped out sludge wave for toxic, since there's more victims for the latter move to lure and punish such as mega lati twins, kommo-o, kyurem and fat waters except fini compared to sludge wave solely hitting the aforementioned guardian of alola hard.



https://www.smogon.com/forums/threads/national-dex-community-create-a-team-v2.3699417/post-9235525

when the explanation be coming tho :(
 
:ss/Volcanion: :ss/Weavile: :ss/Landorus-Therian: :ss/Scizor-Mega: :ss/Regieleki: :ss/Tapu-Fini:

We built around Specs Volcanion today, a powerful wallbreaker boasting high-powered Water-STAB and good coverage. Weavile was suggested due to how much Volcanion often pressures bulky Water-types and Steel-types, giving Weavile a much easier time clicking Triple axel. Lando-T was our rocker, provides solid role compression, etc. Mega Scizor also benefits greatly from Ground-types being removed from the equation, making it more plausible as a win condition in later parts of a game. Regieleki, while unorthodox, was suggested as hazard control for the team. It also provides speed control and most of its checks are heavily pressured by other breakers. Tapu Fini gives us a sturdier form of removal and rounds out our defensive core fairly nicely. Thank you to all that participated in the building of this team!​
 
:indeedee-f:

Indeedee-F @ Choice Scarf
Ability: Psychic Surge
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Mystical Fire
- Expanding Force
- Trick
- Healing Wish

:medicham-mega:

Medicham-Mega @ Medichamite
Ability: Telepathy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- High Jump Kick
- Zen Headbutt
- Ice Punch

bring mmedi in, start breaking shit, keep going till you've taken some hits, pivot into indeedee and maybe trick a scarf before dying w/ hwish and bringing in mmedi again to wreck even more havoc, and now it can't even be stopped by shit like mlop
 
Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Moonblast
- Thunder
- Soft-Boiled

Latias-Mega (F) @ Latiasite
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Psyshock
- Aura Sphere

Reposting these 2. Everyone already knows what they do no need to explain
 
:Magnezone:
Magnezone @ Choice Specs :Choice Specs:
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Fire]

:Rillaboom:
Rillaboom @ Life Orb :Life Orb:
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Grassy Glide
- Superpower
- Knock Off
- Swords Dance

This is by far one of the best offensive cores I've ever used. Magnezone traps troublesome Steel-types such as Corviknight, Ferrothorn, and Mega Scizor for Rillaboom while Rillaboom takes care of common Ground-types and sets up gradual recovery since Magnezone gets chipped down really fast. Not much else to say since it's a very simple core, although Mega Diancie is incredible with the two since it checks Zapdos, Kommo-o, and Victini.
 
:altaria-mega: :altarianite:
Altaria-Mega @ Altarianite
Ability: Natural Cure
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Earthquake
- Dragon Dance
- Roost

:magnezone: :choice scarf:
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 248 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon

MAlt is fire. Zone clears the Steels that Earthquake can't take care of like Ferrothorn and Mega Scizor. MAlt acts as a win con with Dragon Dance and takes care of 'mons like Heatran that Zone fears. Tbh Zone could be Specs + Modest but eff MSciz. EVs are nothing special, Adamant MAlt is bc more power is better over outspeeding idk Hoopa? lmao. 4 HP and 4 SpD on Zone is just me being me.
 
:altaria-mega: :altarianite:
Altaria-Mega @ Altarianite
Ability: Natural Cure
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Earthquake
- Dragon Dance
- Roost

:magnezone: :choice scarf:
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 248 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon

MAlt is fire. Zone clears the Steels that Earthquake can't take care of like Ferrothorn and Mega Scizor. MAlt acts as a win con with Dragon Dance and takes care of 'mons like Heatran that Zone fears. Tbh Zone could be Specs + Modest but eff MSciz. EVs are nothing special, Adamant MAlt is bc more power is better over outspeeding idk Hoopa? lmao. 4 HP and 4 SpD on Zone is just me being me.
We've actually already built around M-Altaria before, and I think it would be appropriate to build around another mon. Not to shut you down of course, because I don't know if you were aware or not.
 
Voting is up! Ends Tomorrow!

:indeedee-f:

Indeedee-F @ Choice Scarf
Ability: Psychic Surge
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Mystical Fire
- Expanding Force
- Trick
- Healing Wish

:medicham-mega:

Medicham-Mega @ Medichamite
Ability: Telepathy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- High Jump Kick
- Zen Headbutt
- Ice Punch

bring mmedi in, start breaking shit, keep going till you've taken some hits, pivot into indeedee and maybe trick a scarf before dying w/ hwish and bringing in mmedi again to wreck even more havoc, and now it can't even be stopped by shit like mlop
Clefable @ Life Orb
Ability: Magic Guard
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Calm Mind
- Moonblast
- Thunder
- Soft-Boiled

Latias-Mega (F) @ Latiasite
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Psyshock
- Aura Sphere

Reposting these 2. Everyone already knows what they do no need to explain
:Magnezone:
Magnezone @ Choice Specs :Choice Specs:
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Thunderbolt
- Flash Cannon
- Volt Switch
- Hidden Power [Fire]

:Rillaboom:
Rillaboom @ Life Orb :Life Orb:
Ability: Grassy Surge
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Grassy Glide
- Superpower
- Knock Off
- Swords Dance

This is by far one of the best offensive cores I've ever used. Magnezone traps troublesome Steel-types such as Corviknight, Ferrothorn, and Mega Scizor for Rillaboom while Rillaboom takes care of common Ground-types and sets up gradual recovery since Magnezone gets chipped down really fast. Not much else to say since it's a very simple core, although Mega Diancie is incredible with the two since it checks Zapdos, Kommo-o, and Victini.
:altaria-mega: :altarianite:
Altaria-Mega @ Altarianite
Ability: Natural Cure
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Frustration
- Earthquake
- Dragon Dance
- Roost

:magnezone: :choice scarf:
Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 HP / 248 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Volt Switch
- Thunderbolt
- Hidden Power [Fire]
- Flash Cannon

MAlt is fire. Zone clears the Steels that Earthquake can't take care of like Ferrothorn and Mega Scizor. MAlt acts as a win con with Dragon Dance and takes care of 'mons like Heatran that Zone fears. Tbh Zone could be Specs + Modest but eff MSciz. EVs are nothing special, Adamant MAlt is bc more power is better over outspeeding idk Hoopa? lmao. 4 HP and 4 SpD on Zone is just me being me.
 
Congratulations to K302 for winning this week! We will be building around Mega-Latias + Clefable in the National Dex room tomorrow!

:ss/latias-mega: :ss/clefable:
 
:ss/Latias-Mega: :ss/Clefable: :ss/Gliscor: :ss/Heatran: :ss/Buzzwole: :ss/Pyukumuku:

Team turned out to be a very fat one, as we built around the core of CM M-Latias + CM Life Orb Clefable. Gliscor was the natural choice here since we are building fat and Landorus-T doesn't tend to work too well on those team styles. It's our hazard removal and main Electric immunity. Heatran gives us a Stealth Rock setter since Clefable is CM, Volcarona counterplay, and more solid Toxapex counterplay since we aren't using Stored Power + Refresh Latias. Buzzwole takes most of the pressure off Clefable + Latias, as it checks Weavile, Kartana, Landorus-T, Garchomp, M-Lopunny, and the like. It being able to pivot into most of these threats makes the initial core much more plausible as win conditions. Pyukumuku was our final choice, as it provides much sturdier Manaphy counterplay, which we otherwise lack switch-ins to. It can also handle a bevy of other set-up sweepers and it being a bulky Water-type provides a number of useful resistances that would otherwise be very hard to pivot around.
Ka1xo was really helpful in building this team, ty to them​
 
Last edited:
:Garchomp-Mega:
Garchomp-Mega @ Garchompite :Garchompite:
Ability: Sand Force
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Scale Shot
- Fire Fang
- Swords Dance

Mega Garchomp is definitely uncommon compared to base Garchomp, most likely due to Z-Moves and increased speed but Mega Garchomp has a whopping 170 base attack stat with enough coverage to break through most, if not all walls.
 
fine i'll post a real set today
:manaphy:
Manaphy @ Waterium Z
Ability: Hydration
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Rain Dance
- Tail Glow
- Surf
- Psychic/Energy Ball

been loving the z-rain dance manaphy set as of late. takes advantage of most scarfers and turns a threatening wallbreaker into a decent wincon for ho teams
 
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