The teambuilding stage for Round 3 is now complete! There were five teams submitted this round. Voting is now open and will end about 48 hours from now.
Team 1
Team 2
Team 3
Team 4
Team 5
A few of you didn't send in a valid importable, so I edited them for you and included it anyway. I won't be as nice next week, so make sure your damn importable works lol
Team 1
Cawmodore is definitely a unique pokemon known for its utilizing the move Belly Drum, a move that gives you +6 Atk allowing Cawmodore to sweep many teams late game. Cawmodore is mainly used on 2 different playstyles: Rain and Offense, and as you can see, I picked offense. Cawmodore's main check/counter is Cyclohm, so I wanted a pokemon that can easily beat it but can also get up hazards, so I chose Diggersby. What I like about Diggersby as opposed to Colossoil, is that it can actually KO Cyclohm after rocks, and has access to Spikes and amazing coverage moves. I picked Knock Off instead of something like Fire Punch because I wanted to hit Gengar and Necturna for a decent amount. Next up, I was looking very weak to Cawmodore, so I needed a pokemon that displays an offensive presence, take a +6 Acrobatics from Caw, then ohko it back, which is why I chose offensive Cyclohm. With 52 Speed EVs, you outspeed defensive Tomohawk, even if they have a little speed creep and with a life orb, you kill Cawmodore with Flamethrower. Next up, a Stealth Rocker. Now I was really contemplating on Tomohawk or Heatran, but Tomohawk's LO set is a lot more effective on CAP offense than Offensive Tran sets and I already have Cyclohm to check Scizor with Flamethrower. I needed a reliable Fairy Switch-in and I didn't have a Mega, so why not Mega Scizor? Last Up, I was looking weak to Stall, and I wanted a Landorus T lure, so HP Ice Hoopa Unbound seemed ideal.
Cawmodore @ Sitrus Berry
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Acrobatics
- Bullet Punch
- Drain Punch
- Belly Drum
Diggersby @ Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Return
- Earthquake
- Spikes
Cyclohm @ Life Orb
Ability: Shield Dust
EVs: 204 HP / 252 SpA / 52 Spe
Modest Nature
- Flamethrower
- Draco Meteor
- Thunderbolt
- Slack Off
Tomohawk @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hurricane
- Roost
- Aura Sphere
- Stealth Rock
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Bullet Punch
- Roost
- Defog
- U-turn
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Gunk Shot
- Psychic
- Hidden Power [Ice]
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Acrobatics
- Bullet Punch
- Drain Punch
- Belly Drum
Diggersby @ Life Orb
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Return
- Earthquake
- Spikes
Cyclohm @ Life Orb
Ability: Shield Dust
EVs: 204 HP / 252 SpA / 52 Spe
Modest Nature
- Flamethrower
- Draco Meteor
- Thunderbolt
- Slack Off
Tomohawk @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hurricane
- Roost
- Aura Sphere
- Stealth Rock
Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Bullet Punch
- Roost
- Defog
- U-turn
Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Gunk Shot
- Psychic
- Hidden Power [Ice]
Team 2
This team takes a more calculated approach than basic Hyper Offense birdspam, focusing on switching in the right Pokemon at the right time to support both Cawmodore and Talonflame. Its unique role as both an offensive lure and a Defog supporter is a niche that virtually can't be filled by any other Pokemon. It also draws in Ground, Fire, and Dark attacks, making it a good offensive teammate. Defog support ensures that Talonflame, Cawmodore, and Pyroak can switch in Stealth Rock-free and healthy for support or sweeps. Meteor Mash / EQ provides good basic coverage and KO's switch-ins like Heatran, Scarf Mollux and Scarf Volkraken. Cyclohm is the team's defensive rock, countering and checking dozens of threats that would normally hinder a Birdspam sweep. Discharge is the primary STAB move that causes status, while Fire Blast OHKO's things like Ferrothorn and Cawmodore. Slack Off promotes longevity, while Heal Bell gives the team a way to erase untimely Paralysis or Burns. If you feel like you don't need Heal Bell support, you can use Toxic or Draco Meteor to threaten other Ohm or Lati@s. Pyroak is a great anti-meta Pokemon, being able to swallow Electric, Grass, and Fairy attacks with ease. Leech Seed is annoying for almost anything that isn't a Grass type. Mega Lopunny is the hole puncher of this team and provides the team with an awesome switch-in into Knock Off users like Colossoil. Ice Punch is used over Power-Up Punch as an option against Gliscor and Landorus-T. Talonflame is the first of the two birds on this team, opting for the Acrobatics Swords Dance set to better combat stall teams, minimize residual damage like Stealth Rock, recoil and Sandstorm, and to better combat Stall teams. CB Talonflame is perfectly viable too, although is a riskier option due to Brave Bird recoil and the popularity of Cyclohm. Lastly, Cawmodore provides the win condition sweep when the time is right, completing the Bird Spam core. Some checks to this team include Cyclohm and LO Stratagem, and the team heavily relies on Cyclohm + Pyroak defensively to function.
Kitsunoh @ Life Orb
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Meteor Mash
- Earthquake
- Defog
Cyclohm @ Rocky Helmet
Ability: Static
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Slack Off
- Heal Bell
- Discharge
- Fire Blast
Pyroak @ Leftovers
Ability: Battle Armor
EVs: 248 HP / 192 Def / 68 SpD
Bold Nature
- Synthesis
- Lava Plume
- Earth Power
- Leech Seed
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Ice Punch
Talonflame
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Acrobatics
- Flare Blitz
- Roost
Cawmodore @ Sitrus Berry
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Acrobatics
- Bullet Punch
- Drain Punch
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Meteor Mash
- Earthquake
- Defog
Cyclohm @ Rocky Helmet
Ability: Static
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
- Slack Off
- Heal Bell
- Discharge
- Fire Blast
Pyroak @ Leftovers
Ability: Battle Armor
EVs: 248 HP / 192 Def / 68 SpD
Bold Nature
- Synthesis
- Lava Plume
- Earth Power
- Leech Seed
Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Ice Punch
Talonflame
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Acrobatics
- Flare Blitz
- Roost
Cawmodore @ Sitrus Berry
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Acrobatics
- Bullet Punch
- Drain Punch
Team 3
This is a fun variant of your common CAP rain team, utilizing the lesser seen Tornadus and Omastar over Tomohawk and Kingdra. Cawmodore absolutely loves the Fire reduction rain brings, allowing to to beat would be checks such as Talonflame and Mega Manectric, as well as get the jump on Cyclohms. The main goal of this team is overload the opposing team through the powerful attacks of Mega Swampert and Omastar, allowing Cawmodore to come in and sweep late game. Tornadus was chosen as Cawmodore's Flying spam partner for its access to Prankster Rain Dance, fast Hurricane, and access to Knock Off. Knock Off + Superpower allows Tornadus to lure in and cripple opposing Chanseys, setting up a sweep for Omastar. Speaking of Omastar, this thing is just a monster with rain set up. LO boosted Hydro Pumps just blasts through the majority of the tier in the rain, hitting harder than any other Swift Swimmer available. To put this in perspective, Rotom-W is outright 2HKOed by Hydro Pump and Ferrothorn is cleanly 3HKOed. Mollux gives the team some type synergy and helps check the Electrics, Grasses and bulky waters that trouble Omastar and Swampert, as well as providing Rapid Spin support. It's also fun af to use in the rain and is completely worth it; it just straight up walls so much stuff and has incredible longevity in the rain.
This team is hyper offense and should be played as such; don't expect it to be switching around every wallbreaker in the tier. Rather, keep Politoed alive as long as needed and just plow through the other team with your Swift Swimmers. Talonflame can give this team some trouble if set up, but it can be played around as the majority of the team can OHKO it easily, and Omastar can check it in a pinch.
This team is hyper offense and should be played as such; don't expect it to be switching around every wallbreaker in the tier. Rather, keep Politoed alive as long as needed and just plow through the other team with your Swift Swimmers. Talonflame can give this team some trouble if set up, but it can be played around as the majority of the team can OHKO it easily, and Omastar can check it in a pinch.
Cawmodore @ Sitrus Berry
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Acrobatics
- Drain Punch
- Bullet Punch
Politoed @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Encore
- Rest
- Hypnosis
Tornadus @ Damp Rock
Ability: Prankster
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- Knock Off
- Rain Dance
Swampert @ Swampertite
Ability: Torrent
EVs: 252 Atk / 8 SpD / 248 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Stealth Rock
Omastar @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Earth Power
- Scald
Mollux @ Black Sludge
Ability: Dry Skin
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Recover
- Rapid Spin
- Lava Plume
- Sludge Bomb
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Acrobatics
- Drain Punch
- Bullet Punch
Politoed @ Damp Rock
Ability: Drizzle
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Scald
- Encore
- Rest
- Hypnosis
Tornadus @ Damp Rock
Ability: Prankster
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hurricane
- Superpower
- Knock Off
- Rain Dance
Swampert @ Swampertite
Ability: Torrent
EVs: 252 Atk / 8 SpD / 248 Spe
Adamant Nature
- Waterfall
- Earthquake
- Ice Punch
- Stealth Rock
Omastar @ Life Orb
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
- Hydro Pump
- Ice Beam
- Earth Power
- Scald
Mollux @ Black Sludge
Ability: Dry Skin
EVs: 252 HP / 4 SpA / 252 SpD
Calm Nature
- Recover
- Rapid Spin
- Lava Plume
- Sludge Bomb
Team 4
This is a balance team with Caw as a wincon. First, I partnered Standard BD Cawmodore with LO Tomohawk with Earth Power because it's a powerful wallbreaker that can soften or take out two of Caw's counters on the switch-in, namely Rotom-W and Cyclohm. Priority Nature Power has saved my skin many times; it helps with Tomo's somewhat subpar speed. Next, I added AV Colossoil for a spinner, a Cyclohm switch-in, and a pivot. Knock Off helps soften Rotom-W, which this team struggles with. Then, Defensive Cyclohm is my Cawmodore counter, helps to wear down Kitsunoh, Mega Metagross, and tanks physical hits well in general. Heal Bell heals status ailments, which this team does not like (aside from Guts Colossoil). I needed a specially defensive mon with Stealth Rock, so I added SpD Jirachi. It acts as a pivot with U-turn, knocks out Fairies, and can tank two Earth Powers from M-Diancie if needed (from full health + lefties). The combination of Cyclohm and Jirachi makes spreading paralysis easy, which can help Tomo wallbreak more, create free turns to switch and heal, and (if lucky) can allow Cawmodore to set up in a dire situation. Last, I added Scarf Keldeo. Its speed can help in a pinch, take out 4x Att Caw if above ~40%, and can take Knock Off hits if Jirachi and Cyclohm have paralyzed anything faster than 346 speed.
This team notably struggles with Rotom-W and Krillowatt, but overall it has been a great team. I used to have Mega-Pinsir for more "Flying-Spamminess," but it just didn't meet up to the expectations of the team.
This team notably struggles with Rotom-W and Krillowatt, but overall it has been a great team. I used to have Mega-Pinsir for more "Flying-Spamminess," but it just didn't meet up to the expectations of the team.
Cawmodore @ Sitrus Berry
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Acrobatics
- Drain Punch
- Bullet Punch
Tomohawk @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Hurricane
- Earth Power
- Nature Power
- Roost
Colossoil @ Assault Vest
Ability: Guts
EVs: 252 Atk / 20 Def / 236 SpD
Adamant Nature
- Knock Off
- Earthquake
- U-turn
- Rapid Spin
Cyclohm @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Discharge
- Fire Blast
- Slack Off
- Heal Bell
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Body Slam
- Stealth Rock
- U-turn
Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Ground]
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Acrobatics
- Drain Punch
- Bullet Punch
Tomohawk @ Life Orb
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Hurricane
- Earth Power
- Nature Power
- Roost
Colossoil @ Assault Vest
Ability: Guts
EVs: 252 Atk / 20 Def / 236 SpD
Adamant Nature
- Knock Off
- Earthquake
- U-turn
- Rapid Spin
Cyclohm @ Leftovers
Ability: Static
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Discharge
- Fire Blast
- Slack Off
- Heal Bell
Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 224 SpD / 32 Spe
Careful Nature
- Iron Head
- Body Slam
- Stealth Rock
- U-turn
Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Ground]
Team 5
So here's the basic premise. The Talon+Pinsir+Caw core can actually shatter a surprising number of very good mons. Many of the mons it doesn't shatter get ruined by Latios with HP Fire. Cawmodore set is standard, but it's really the only set that works. Itemless SD Talonflame is good against Colossoil, which threatens a good number of the non-flying type Pokemon on your team. By choosing specifically Earthquake Pinsir, you limit the number of Electric types that can safely enter on your core, especially handy in that a +2 Earthquake actually threatens out Cyclohm. Colossoil is Rebound because our team is built to reduce the impact of Burns and Toxic, and Rebound also gives to benefit of reducing the number of times we have to take a tempo loss to Rapid Spin. Technician is used on the Stratagem, because even if the opponent knows it's Technician, it's very hard to capitalize on this knowledge, since most of your team can switch into Ground type attacks for free. It gives us access to a more powerful move to hit Zapdos with, as well as a priority move to knock over Weavile. Hidden Power Fire is on Latios, because otherwise other Cawmodore teams would set up on you, and Ferrothorn would laugh at you.
Cawmodore @ Sitrus Berry
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bullet Punch
- Acrobatics
- Drain Punch
- Belly Drum
Talonflame
Ability: Gale Wings
EVs: 248 HP / 8 Atk / 252 Spe
Careful Nature
- Acrobatics
- Will-O-Wisp
- Roost
- Swords Dance
Pinsir @ Pinsirite
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Quick Attack
- Earthquake
- Swords Dance
Colossoil @ Assault Vest
Ability: Rebound
EVs: 252 Atk / 80 Def / 176 SpD
Adamant Nature
- Earthquake
- Knock Off
- Sucker Punch
- Rapid Spin
Stratagem @ Life Orb
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ancient Power
- Earth Power
- Energy Ball
- Vacuum Wave
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Roost
Ability: Volt Absorb
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Bullet Punch
- Acrobatics
- Drain Punch
- Belly Drum
Talonflame
Ability: Gale Wings
EVs: 248 HP / 8 Atk / 252 Spe
Careful Nature
- Acrobatics
- Will-O-Wisp
- Roost
- Swords Dance
Pinsir @ Pinsirite
Ability: Mold Breaker
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Quick Attack
- Earthquake
- Swords Dance
Colossoil @ Assault Vest
Ability: Rebound
EVs: 252 Atk / 80 Def / 176 SpD
Adamant Nature
- Earthquake
- Knock Off
- Sucker Punch
- Rapid Spin
Stratagem @ Life Orb
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Ancient Power
- Earth Power
- Energy Ball
- Vacuum Wave
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Roost
A few of you didn't send in a valid importable, so I edited them for you and included it anyway. I won't be as nice next week, so make sure your damn importable works lol
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