Resource ORAS OU Sample Teams


approved by celticpride | last one by AM | banner by McMeghan
The main goal of this thread is to archive teams that do a great job of showcasing a certain style of play / archetype that's prominent (or at least good) in the meta. This can help beginner and intermediate level players get acclimated to the meta, making the tier more accessible.

As AM did with this thread, I'm going to be actively looking for teams to archive I'll be consulting a variety of people when making these decisions to ensure high quality teams are added; specifically, I'll mostly be consulting the Teambuilding Workshop people and the Good Cores people.

In addition to that, this thread will definitely be used to add teams, of course. For those interested in submitting a team, the guidelines are simple:
  • provide an import of your team
  • provide an explanation of your team
  • provide replays / some other form of success with the team
Ideally, your post should look something like this:


Magic (Gardevoir) @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt

Crests of Waves (Keldeo) @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]

Shiver (Tyranitar) @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 156 Atk / 104 SpA
Brave Nature
- Ice Beam
- Stone Edge
- Pursuit
- Stealth Rock

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

The Scientist (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Leech Seed
- Protect
- Power Whip
- Gyro Ball

High Speed (Latios) (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA / 30 Spe
- Roost
- Psyshock
- Draco Meteor
- Hidden Power [Fire]
This team is based around Mega Gardevoir, which currently is one of the strongest win-conditions against defensively oriented teams. After the banning of Aegislash and Mawile, it has few to none switch-ins, which grants it the ability to tear apart most teams. Keldeo makes the perfect teammate for Mega Gardevoir, as it's capable of taking on the Steel-types that threaten Gardevoir. It is also great for taking common priority attacks such as Sucker Punch and Aqua Jet, both whom Gardevoir hate. Tyranitar + Excadrill gives the team a way of taking on big threats such as Latios and Latias, as well as a way of revenge killing set-up sweepers like Mega Charizard X and Mega Tyanitar. Ferrothorn acts as the team's main Water-resist and "glue-Pokemon", as it takes on a lot of threats that threathen the other members of the among. Among these are opposing Mega Gardevoir, Azumarill, Mega Gyarados, and opposing Excadrill. Latios is a stample on offense in the current metagame, and is the member that rounds the team off. It gives it a much-needed way of taking on opposing Keldeo, Mega Charizard Y and Lanodrus. In additon to this, it does a great job of cleaning against defensive teams after Gardevoir has done its job.
but with replays or something...

If these teams aren't enough for you, try one of these resources:
 
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Team Archive

Mega Medicham Offense
- ABR & blunder

Medicham-Mega (M) @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Fake Out
- High Jump Kick
- Thunder Punch
- Ice Punch

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def / 30 SpD
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Bug] / Hidden Power [Flying]

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 72 HP / 240 Atk / 196 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Thunder Wave

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 240 HP / 236 SpD / 32 Spe
Careful Nature
- Stealth Rock
- Iron Head
- U-turn
- Healing Wish

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Hidden Power [Fire]
- Defog
- Recover
Nidoking Volt Turn - McMeghan

Nidoking @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Sludge Wave
- Flamethrower
- Ice Beam

Scizor-Mega (M) @ Scizorite
Ability: Light Metal
EVs: 248 HP / 16 Atk / 60 Def / 124 SpD / 60 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost

Latios @ Life Orb
Ability: Levitate
EVs: 32 HP / 224 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Draco Meteor
- Psyshock
- Roost

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 236 Def / 20 SpD
Bold Nature
IVs: 0 Atk / 30 Spe
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 SpA / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- Heat Wave
- U-turn

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 224 Def / 28 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn
Mega Gardevoir Offense - TDK

Tyranitar (M) @ Choice Band
Ability: Sand Stream
EVs: 136 HP / 156 Atk / 216 Spe
Adamant Nature
- Crunch
- Pursuit
- Stone Edge
- Superpower

Gardevoir-Mega (F) @ Gardevoirite
Ability: Trace
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Substitute
- Focus Blast
- Hyper Voice

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Recover

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 240 HP / 84 Atk / 56 Def / 32 SpD / 96 Spe
Jolly Nature
- Stealth Rock
- Healing Wish
- Body Slam
- Iron Head

Landorus-Therian @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rock Polish
- Swords Dance
- Stone Edge
- Earthquake

Keldeo-Resolute @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Secret Sword
- Icy Wind
- Scald
Mega Diancie Spikes Balance - cosine180

Hydrogen Oxide (Kyurem-Black) @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Roost

Carbon (Ferrothorn) @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
IVs: 0 Spe
- Spikes
- Leech Seed
- Knock Off
- Power Whip

Dolomite (Landorus-Therian) @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 8 Atk / 252 Def
Impish Nature
IVs: 29 Spe
- U-turn
- Earthquake
- Stone Edge
- Stealth Rock

H2O (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
- Scald
- Thunder Wave
- Rapid Spin
- Recover

Eosphorite (Diancie) @ Diancite
Ability: Clear Body
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Moonblast
- Diamond Storm
- Hidden Power [Fire]
- Protect

Oxygen (Talonflame) @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 224 SpD / 36 Spe
Careful Nature
- Swords Dance
- Will-O-Wisp
- Brave Bird
- Roost
Mega Lopunny Spikes Balance - ABR & Omfuga

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

Ferrothorn (M) @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 72 Def / 160 SpD / 28 Spe
Impish Nature
- Leech Seed
- Spikes
- Iron Head
- Thunder Wave

Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 248 HP / 196 Def / 64 SpD
Calm Nature
IVs: 0 Atk / 15 Spe
- Calm Mind
- Flamethrower
- Ice Beam / Moonblast
- Soft-Boiled

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 208 Def / 44 SpA / 8 SpD
Relaxed Nature
- Stealth Rock
- Earthquake
- Hidden Power [Fire]
- U-turn

Starmie @ Leftovers
Ability: Natural Cure
EVs: 248 HP / 8 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Thunder Wave
- Rapid Spin
- Recover

Tyranitar (M) @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Stone Edge
- Crunch
- Iron Head
- Pursuit
KeldTar Bulky Offense - Leftiez & ABR

Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 248 HP / 196 Def / 64 SpD
Sassy Nature
IVs: 0 Atk
- Stealth Rock
- Moonblast
- Thunder Wave
- Soft-Boiled

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

Scizor-Mega (M) @ Scizorite
Ability: Technician
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Swords Dance
- Bullet Punch
- U-turn
- Roost

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 72 HP / 240 Atk / 196 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Surf
- Hidden Power [Fire]
- Recover

Tyranitar (M) @ Choice Band
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stone Edge
- Crunch
- Superpower / Iron Head
- Pursuit
 
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reserving?

edit: i removed a bunch of teams with the help of the teambuilding shop people mostly, and i added Nedor's gyarados team.

current things i'm looking for in general to add are:
  • some pretty standard & solid bulky offense with rotom-w or some kind of pivot
  • some volcanion team
  • some sand team
 
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p2

BORN 2 SHIT
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there isn't really a lot to say regarding a description of the team, it's pretty much just a semistall team based around a strong and unprepared for core in tangrowth/slowking/heatran, which all cover each others weaknesses really well, with a scarf tyranitar thrown into the mix to take on and trap the likes of hoopa-u (when it was around), gengar, latis and so on, which i think is the main reason behind the success; people didn't really think about pursuit trapping when it comes to handling bulkier teams, threw on a hoopa, and it just mostly fell flat on its face once you knew exactly what the hoopa set was since it's bad bulk just left it very susceptible to pursuit. i would say that physically defensive tangrowth is a very unprepared for set itself, because it mostly walls almost all physical attackers in the tier, which really relieves pressure from the likes of lopunny, and for this team, excadrill since the team lacks a ground immunity, tangrowth really makes up for it very well. calm mind slowking is also a very strong wincon, because the physical attackers that could take it on (stuff like scizor / bisharp / weavile) could be handled by the rest of the team while slowking makes for a solid pivot into stuff like mega diancie and torn-t, could force them out and set up on them fairly easily. on top of that sub salac garchomp is criminally underprepared for, and the surprise factor of it was usually essential in cleaning offense late-game when mons with priority have been dealt with. here's a nice replay which showcases this, as without salac garchomp, i don't think winning that game would have been possible. on top of that mega sableye is one of the strongest mega evos in the tier right now and handles stuff like mega medicham, which is seeing surges of usage on the ladder again. i feel the combination of strong + underprepared for sets is what makes this team really solid.

meatran (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 104 HP / 152 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Toxic
- Taunt
- Lava Plume

tangy tom (Tangrowth) (M) @ Rocky Helmet
Ability: Regenerator
EVs: 252 HP / 200 Def / 56 SpD
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Sleep Powder
- Giga Drain
- Hidden Power [Fire]
- Leech Seed

slow bro (Slowking) @ Leftovers
Ability: Regenerator
EVs: 252 HP / 220 Def / 36 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Slack Off
- Calm Mind
- Psyshock

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

chompy chomp (Garchomp) @ Salac Berry
Ability: Rough Skin
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Substitute
- Earthquake
- Dragon Claw

mostly ghostly (Sableye-Mega) @ Sablenite
Ability: Prankster
EVs: 252 HP / 112 Def / 144 SpD
Careful Nature
- Fake Out
- Foul Play
- Will-O-Wisp
- Recover
 

Halcyon.

@Choice Specs
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I feel like it would be a good idea to have a Volcanion team in the thread. This is about as standard as it gets. Dual water type specs users can cause massive damage, especially when paired with BandTar. Lati for Defogging and checking opposing Keld, Lando for rocks and Exca. Scizor checks fairies. The mega Scizor looks like a weird spread, but it avoids the 2HKO from Gengar which is uncommon but rips this team to sheds without it. Scizor also likes bulky water types weakened. You can also change the Scizor to 3 attacks SD for more offensive and sweeping potential, either works just fine. Weaknesses would be electric types like Thund and Mane but they're relatively uncommon right now. If it does seem like an issue though, you can also use Latias>Latios.

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

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 180 HP / 252 Atk / 76 Spe
Adamant Nature
- Stone Edge
- Pursuit
- Crunch
- Superpower

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

Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Fire Blast
- Hidden Power [Grass]
- Sludge Bomb

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Earthquake
- Stone Edge
- Stealth Rock
- U-turn

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 44 Atk / 36 Def / 180 SpD
Impish Nature
- Bullet Punch
- Knock Off
- Swords Dance
- Roost
 

bludz

a waffle is like a pancake with a syrup trap
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
lol, I planned to post my Volcanion team as well. They're pretty similar honestly but I'll make this post anyway.



Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 156 HP / 252 Atk / 100 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Superpower

Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Flamethrower
- Hidden Power [Grass]
- Sludge Bomb

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Recover

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 248 HP / 228 Def / 24 SpD / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Smack Down

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 248 HP / 48 Atk / 104 Def / 92 SpD / 16 Spe
Impish Nature
- Bullet Punch
- Swords Dance
- Roost
- Superpower

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Ice]
- Knock Off


So yeah Specs Volcanion + Band Ttar as the original core. Volcanion threatens a ton of stuff particularly Steels which Tyraniter despises, and Ttar traps common checks to Volc like Lati and Slowbro. Given Volcanion's Stealth Rock weakness, Latias was added since it better checks Thundurus and opposing Volcanions. Roost over Healing Wish so it can remain alive, since its role on the team is vital for preventing certain threats from running rampant and losing it after 2 switch-ins would be bad. Added Rocky Helmet Lando-T here for Excadrill, Lopunny, Medicham, etc. 24 SpD with the HP investment is enough to live Latios' Draco from full HP and helps tank HP Ices from Raikou / Manectric at full as well. Given Ttar is already a great bird check, I opted for Smack Down over the more powerful Stone Edge to lure Skarmory and Rotom-Wash both of which annoy the team. U-turn provides momentum into the wallbreaker duo. Mega Scizor helps with Weavile, Diancie, Gardevoir and provides another physically fat mon as a backup check for aforementioned physical attackers like Mega Lopunny and Medicham. Superpower is to nail Steel-types like Ferrothorn and Skarmory, providing better neutral coverage than U-turn. Last is Thundurus to break bulky waters and add speed control for the team. Knock Off is useful for luring Latis (if Tyranitar is weakened, it can't switch in well, and Scizor can lose to HP Fire), removing items in general, and also easing prediction if the opponent has things like Choice Scarf Landorus-T or Magnezone in the back. Watch out for Weavile + Magnezone, HP Fire Diancie/Gardevoir and bulky waters can be a little annoying to switch into. Also Wisp ZardX is a problem if you let it burn Ttar on the switch.
 
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This squad is easily one of my most consistent and favorite ORAS teams, and its pretty much the only one I spammed in whichever oras smogtours I was able to participate in (also Shoka won one of his later OST games with this team without any prior experience). One characteristic of this team that makes me enjoy it so much is how versatile it can be, getting neutral to good matchups vs most squads. Reuni was obviously the focal point of my build, and I paired it with Manectric for some reason that I have now forgotten (I do remember, however, that I really wanted to avoid using MLati (I felt people were slapping it on teams without much thought)) - regardless, the duo works extremely well to to beat down on a large variety of playstyles. Reuni could use Shadow Ball to help out vs psychics like meta/mie and also hit sableye, but i've liked focus blast for its ability to hit steels a bit harder so I use that instead. Resttalk keld provides a reliable bisharp / other dark and scizor check that can last throughout the game while also placing offensive pressure, which is really good. Chople Tar is simply an amazing mon that gives me a way out vs so many major threats in this metagame like MZam, Torn, or Zard-X, and pursuit trapping for manectric and keldeo is simply perfect. TWave may be mexican, but it can be crucial in aiding a reuniclus sweep if timed right, and also provides the team some protection against BD Azumarill. SDef skarm fits pretty perfectly here, giving me an element of hazard stack while also handling a multitude of threats thanks to the special bulk and natural physical defense. Because of the support from resttalk keld (which helps against weavile alongside skarm, for example) and reuni (which can semi-handle mmeta for this team alongside skarm, for example), the reduced physical defense doesn't bother me at all. Amoonguss completes the team by providing a solid answer to offensive waters and just a plethora of stuff in general, while clear smog is extremely useful especially alongside twave support, and regen gives me a lot of freedom when playing with guss.

The only concern that has really been brought up with this team to me is the lack of hazard removal and mega sableye, but the combination of reuni + guss + my own hazards helps immensely in the hazard game when sableye is not involved (I have, for example, beaten stall by utilizing mostly just my own hazards and endless switching between reuni and amoonguss). A lot of starmie balance teams are heavily pressured by reuniclus, so the matchup issue here is rarely impossible. Sableye is also difficult but its not unreasonable to manage depending on the team support it has. Regardless, using Shadow Ball > Focus Blast on reuni solves a lot of the problems here. Otherwise, the team is very good and consistent (at least, for me), so I'm very happy with what I have here.
Light of Dawn (Reuniclus) @ Leftovers
Ability: Magic Guard
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Psyshock
- Focus Blast / Shadow Ball
- Recover
- Calm Mind

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

Ethereal (Tyranitar) @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 168 SpD / 12 Spe
Impish Nature
- Stealth Rock
- Thunder Wave
- Rock Slide
- Pursuit

So Far Away (Skarmory) @ Leftovers
Ability: Sturdy
EVs: 224 HP / 8 Def / 252 SpD / 24 Spe
Careful Nature
- Iron Head
- Spikes
- Roost
- Whirlwind

Small Losses (Keldeo) @ Mystic Water
Ability: Justified
EVs: 56 HP / 200 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Rest
- Sleep Talk

Open Your Eyes (Amoonguss) @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 176 Def / 76 SpD / 8 Spe
Bold Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Giga Drain
- Clear Smog
- Spore
- Hidden Power [Fire]


I just dropped this in the teambuilding competition but I have enjoyed the team a lot and its incredibly consistent for me, so I figured it might be good enough to make it on the sample teams. Also, why isn't this thread stickied? Ideally newer players should be able to find this thread easily so they can get a chance to use some of the best teams we can present, but the infrequent posting means if this isn't stickied it will eventually become more difficult for newer players (who are also probably unfamiliar with smogon) to find.

e: lmao at the # of ttars in the last few posts, all with different sets. Also looking at what kind of teams you're looking for, I can see some ABR teams that i've liked fulfilling some of the things you're looking for (Bulky offense with rotom, jira, or both (or another pivot like tang), as well as exca sand (which tend to also include some sort of bulky pivot)). I also have a few of my own teams and ideas i've been developing with similar concepts, but I don't want to post anything that i'm not comfortable is well rounded and solid team.
 
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Clone

No more next year
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hi i was asked to post this


Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 252 HP / 80 Def / 176 SpD
Sassy Nature
- Stone Edge
- Pursuit
- Stealth Rock
- Ice Beam

Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Psychic
- Calm Mind
- Shadow Ball
- Focus Blast

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 204 Def / 56 SpD
Relaxed Nature
- Sleep Powder
- Giga Drain
- Knock Off
- Leech Seed

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

Rotom-Wash @ Rocky Helmet
Ability: Levitate
EVs: 248 HP / 40 Def / 220 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Hurricane
- Superpower
- Heat Wave
- Hidden Power [Ice]


So here is a sand team I built for OST that did well when I used it in various environments, including my OST match. The team is built with an Excadrill sweep in mind, so it is tailored to weakening its checks and counters. Tyranitar is the standard sand support set. I went with a Smooth Rock because those extra sand turns can be the difference between Excadrill winning, or your opponent stalling out sand turns. Ice Beam is in the last slot to deal heavy damage to Lando T while also chipping grasses and other Ground types. I chose Mega Zam as my Mega because it has a fantastic speed tier and does a good job of dealing damage to a lot of common Pokemon in the metagame. The set is standard, and I went with Calm Mind in the last spot because +1 makes all the difference in securing vital OHKOes that Zam normally can't get. Tangrowth was the next mon I added because Azu and other waters were looking pretty threatening and PhysDef Tang is amazing right now; it takes care of all the aforementioned threats while also handling other physical attackers such as Lando T, Bisharp, and other things I'm forgetting. I went with PhysDef instead of AV because Sleep Powder is amazing for catching pesky Heatran switchins and anything else I'm forgetting. Excadrill is next because it's sand and why would you use sand without Excadrill. It's standard Air Balloon SD with Adamant and no spin because power is needed more than the speed or utility. Next I have fast Rotom, which is incredibly useful for burning a +2 Bisharp while also taking on normal things Rotom takes on and giving me pivoting ability to send in a teammate after a slow Volt Switch. I have a Rocky Helmet here instead of Leftovers because getting chip damage on U-Turns and other physical attacks can be crucial later on in the game. The set is the one I posted in the underrated sets thread and helps take on offensive Drill checks like Azu and Loom because the latter gets burnt instead of it outright killing me with Bullet Seed and the former gets beat normally anyways. Lastly, I added LO Torn-T to do some damage and kill some pesky Drill checks like Skarm, Ferro, and Lando-T with HP Ice / Heat Wave. It also does decent damage to Rotom with Superpower so that's also a plus. Not having U-turn can be annoying but honestly 4 attack Torn can be very deadly to certain fat builds its ridiculous. If you wanna use this team for yourself HP Ice can be replaced by U-turn, but I would personally keep it for killing non Yache Lando turn 1.

Here is a replay from OST of the team in action so you can see how it works.
http://replay.pokemonshowdown.com/smogtours-ou-145183

sorry for the long read. have a nice day =]
 
Really quite interesting that clone would post that team, since I actually had an extremely similar team in mind (M-Gard / Chople Tar / AV Drill / Tang / Fast Rotom / AV Torn) that I was considering sharing in this thread. Considering that it has done well in tests and seems overall pretty solid on paper I might edit that into this post to give this a little more substance (idk if posting discussion like this is actually ok, I don't want to overstep my boundaries).
 
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Mannat

Nuke Dynamax
is a Tutoris a Community Contributoris a Contributor to Smogon
Won SPL Predictions

This is probably the most standard offense that you can find, and it is really good. It is basically the standard blue mon spam that is and has been extremely good for a long time and is adapted to perform well in the current metagame. The focal point of this team is DD Zardx, who is the team's only wincon and can run through underprepared teams if they aren't careful. The rest of the team is designed around zardx to pivot around, weaken its counters/checks, and give zardx ample oppurtunity to sweep. Azumarill was originally the second half of the core that zardx was paired with and is a great partner for the thing since it breaks down so many common zardx checks. Azu can put a ton of pressure on slowbro/suicune, who are the main waters used on bulky balance. Fat grounds like chomp/lando/hippo as well as heatran are also bodied by waterfall, which is extremely nice for zardx and that allows you to make a lot of aggresive doubles since zardx in the back forces your opponent to keep these mons alive vs Azu. Knock Off on azu is really nice since it makes my life a bit easier vs stall. Latios is really nice to remove hazards from the field, which is mandatory for any kind of zardx build. Latios also has extremely powerful dracos that can wear down Heatran in particular very quickly and put it into range of being killed by +1 zardx dclaw after rocks after being pounded by multiple dracos since a lot of teams rely on tran as their sole answer to latios. The reason why I'm not running roost on Latios is because I have azu in the back for keld and zardx for electrics, so lati doesn't have as much pressure to pivot into these mons as normal. Thunderbolt/HP Fire were chosen over EQ since the team already exerts a ton of pressure on heatran and pressuring fat waters/ferro is so good on this team that I'm not going to pass it up. Ferro is really annoying, so HP Fire is actually the better option for the team probably. Jirachi is a fairy check and revenge killer for a lot of mons that threaten the team while generally being a great glue mon and pivot to get my wallbreakers in safely. Healing Wish gives zardx a second chance at a sweep later in the game whle ice punch hits defensive Lando-T really hard and weakens it severely for a lategame zardx that only needs it to be at 50% to kill it. Rotom-W was added since it lures grass types that zardx sets up on like serp and can pivot around to beat shit that is extremely troublesome to the rest of the team lik azu and rain. Additionally, it can spread burns to cripple opposing physical attackers and get chip damage on the opposing team. Thunder Wave was chosen over pain split as the team really on relies on rotom-w to beat azu in terms of common mons and the team is pretty slow, so having rotom-w to provide surprise speed control is really nice. 128 speed on rotom is to outspeed base 70s that threaten the team, most notably volcanion. Additionally, it also provides a backup answer to opposing zardx just in case azu gets worn down and can't really check it effectively. Garchomp was chosen as a rocker for the team since the team was fairly weak to Bisharp and I didn't want to rely on the team's wincon as a bisharp check. The team also had rotom-w and azu for sand, so there wasn't really much reason to use lando-t on this build. Toxic was chosen to wear down bulky waters and grounds for zardx while the other moves on the set are all mandatory on tankchomp. The team is a tad weak to stall, but I've never really had any problems while playing stall, so it's not too big a deal as long as you pivot well and don't make any terrible plays
Code:
Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost

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

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Thunderbolt/Hidden Power Fire
- Defog

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Ice Punch
- Healing Wish

Rotom-Wash @ Sitrus Berry
Ability: Levitate
EVs: 248 HP / 132 Def / 128 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Thunder Wave

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

Who cares if one more light goes out? Well I do...
is a Tiering Contributoris a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnus


Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Flamethrower
- Steam Eruption
- Hidden Power [Grass]
- Earth Power

Bisharp @ Black Glasses
Ability: Defiant
EVs: 252 Atk / 52 SpD / 204 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Pursuit

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 232 Def / 8 SpD / 20 Spe
Impish Nature
- Stealth Rock
- U-turn
- Stone Edge
- Earthquake

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

Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Rock Tomb
- Bullet Seed
- Mach Punch

Diancie-Mega @ Diancite
Ability: Magic Bounce
EVs: 32 Atk / 224 SpA / 252 Spe
Naive Nature
- Diamond Storm
- Hidden Power [Fire]
- Protect
- Moonblast


This is a simple offense built around Specs Volcanion + Bisharp, I started obviously volcanion, which is struggling to cope Latios / Latias, so I added Pursuit Bisharp, which in addition to trap these two dragons, traps very well slowbro, which Volcanion trouble. After adding a pursuit user, I was missing a rock setter, I immediately thought to put bulky lando, which in addition to placing the rocks in the field offers me an excellent immunity to electric and ground, this pokemon goes well with my team members finally generate valuable momentum useful to send Volcanion no problems before the adversary, forcing his switch. After adding Lando, I noticed that specs Keldeo and manaphy I ravaged the team, I also need to remove hazards, so I decided to put Latios, which is a good response to Keldeo, and is a decent check for manaphy with his powerful draco meteor, I decided to use roost to have more longevity against mega Manectric mainly. Now I was missing a water check, and a check for Bisharp, so I decided to put Breloom, that with the sash version, can eliminate threats as Talonflame (using rock tomb, Mega Alakazam, Weavile in a 1v1 with no rocks on the field, I finally by an excellent support with spores. Finally I added Diancie, has a good synergy with the team, and I wanted to have a second check for Bisharp, an immunity dragon and a check for Mega Pinsir, Talonflame, Tornadus-Therian, that give me problems, I chose to use Hidden Power Fire because the team had only volcanion as a single check of Mscizor, and is weak in stealth rock, then diancie is a kind of backbone, or asset for Scizor / ferro, finally thanks to the ability, diancie-mega, makes more secure the revenue volcanion preventing rocks.

I hope the team you like it ^^
 
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MegaStarUniverse

Banned deucer.


Latias-Mega @ Latiasite
Ability: Levitate
EVs: 248 HP / 68 Def / 192 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Roost
- Ice Beam
- Reflect Type

Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Iron Head
- Quick Attack

Clefable @ Leftovers
Ability: Magic Guard
Shiny: Yes
EVs: 252 HP / 188 Def / 68 SpD
Sassy Nature
IVs: 0 Atk / 15 Spe
- Moonblast
- Soft-Boiled
- Thunder Wave
- Calm Mind

Heatran @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 168 SpD / 92 Spe
Calm Nature
IVs: 0 Atk
- Stealth Rock
- Lava Plume
- Toxic
- Taunt

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk / 27 Spe
- Volt Switch
- Will-O-Wisp
- Hydro Pump
- Pain Split

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Explosion


This team may look similar. TDK used this vs Iamgingy in SPL and Ciele used this in smogon tour week 7 finals. But instead of Hoopa-U and Alakazam as the last slot its the hard hitting Terrakion. This Bulky Offense team is made around M-latias and its team members are here to support and abuse each other to get momentum and overpower your enemy with pivots such as rotom-w and the scarf lando in to powerful attackers like banded terrakion and chip away at your enemys team which can later result in a CM Clefable sweep or scarf lando clean up. Rotom-W provides support for Heatran, Landours-T and pretty much the whole team by taking water and ground hits and and providing momentum, checking bulky grounds and helping the match up vs sand while wearing down pokemon for your other team members to break. Sassy Nature and 15 iv's on Clefable is there to take less damage from gyro balls and still outspeeding +1 Jolly Charizard X after T-wave. 232 Speed Landorus-T is there to get a slow u-turn off other scarf landos to gain momentum. 27 Iv's Rotom-W gets a slow volt switch off other rotom-w's to gain more momentum and gain more control of the battle. Win Conditions of this team include Chipping away with Terrakion and Status the other team with your status moves to wear down there health giving a opening for CM Clefable to sweep or Scarf Lando to clean. Last move on M-Latias can be anything from Reflect Type to Calm mind, T-wave, or something else that works best for you. This team has good match up vs a lot of the metagame. Try it out yourself :)
 
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okay so basically i'm just gonna check this whenever i feel there's enough teams to go over, and from there i'll pick the ones to add while consulting a bunch of people :3c.

of the teams currently posted, i'm gonna be adding this team by bludz, and this team by MegaStarUniverse. bludz's team provides a solid volcanion build for the archive that fits with the more standard frameworks when building with volcanion. the other volcanion builds posted were pretty similar to it, but this one has already seen a bit of usage here and there. MegaStarUniverse's team is the type of bulky offense we see a lot nowadays featuring things like rotom-w and mega latias + some strong choice mon. other than terrakion, these are the same mons as TDK's hoopa-u bulky offense which proved to be really good. since hoopa-u is clearly banned, that team cannot be added ofc, but this team definitely fills the void. the spreads in the OP are gonna be replaced with the spreads TDK used in his version of the build as those were more standard than these.

thanks for posting everyone!
 

Gardevoir-Mega @ Gardevoirite
Ability: Pixilate
Shiny: Yes
EVs: 16 HP / 8 Def / 232 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hyper Voice
- Psyshock
- Focus Blast
- Taunt

Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 240 HP / 40 Def / 228 Spe
Bold Nature
IVs: 0 Atk
- Overheat
- Volt Switch
- Thunder Wave
- Snatch

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

Ferrothorn @ Leftovers / Chople Berry
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Impish Nature
- Stealth Rock
- Power Whip
- Leech Seed
- Protect

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Knock Off
- U-turn

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

Pretty standard balance with a couple of quirks to mix things up. Gardevoir is there to serve as the balance/stall breaker with Taunt pretty much. One of the biggest annoyances for Gardevoir is stuff like Mega Scizor and other various Steels, so instead of going the usual route with Heatran, I went with Rotom-H for two things: Thunder Wave to slow down faster mons for Gardevoir and Volt Switch to form a momentum core with Scarf Landorus-T. Snatch on Rotom-H is helpful for messing with things like Clefable and Mega Altaria, which would otherwise be issues. The team needed a Keldeo check and hazard removal for Rotom-H, so Latios was a good fit. Recover is especially important on this team because otherwise Latios would find itself being pressured very fast. Ferrothorn was chosen next because I wanted a Rocker and a Diancie check in one. Leech Seed + Protect is used for being a general annoyance to Heatran and very useful for scouting choice users, especially helpful for Choice Band Terrakion, which a untimely Stone Edge into Scarf Landorus-T can cause a lot issues. Normally I don't like to run Stealth Rock and prefer Spikes with another Rocker, but the team already has a Defogger so it'd be a bit counter-productive. Landorus-T is there as a general revenge killer, second part of the VoltTurn core, and serves as an answer to mons like Mega Charizard X and Excadrill. The last slot is the standard Specs Keldeo, because this team appreciates having another wallbreaker and an answer to all of the Dark-types. Having another check to Mega Scizor besides Rotom-H is also particularly helpful if Latios is too pressured to be able to get a Defog off. This team finds itself having trouble dealing with Keldeo/Volcanion paired with Pursuit support because Latios is the main answer to both. Excadrill can also be an issue if Landorus-T gets weakened too much as well, so in general, be careful when matched up against Sand teams and just make sure to keep up offensive momentum against them. Mega Alakazam can also be an issue if you don't keep Landorus-T around to revenge kill it, which is why I list Chople Berry as another option on Ferrothorn to ease the matchup a bit.
 
Last edited:

Subjugator

Banned deucer.

Everyone seems to love Specs Volcanion right now because of its lack of reliable counters, scoring 2HKOs on Keldeo and Rotom-Wash. However, I believe that the true beauty of Volcanion lies in a Defensive Role. With high bulk, and moves such as Haze, Will'O'Wisp, Scald, and Flamethrower, Volcanion is a great component on Stall teams, stopping Tangrowth, Keldeo, Jirachi, Bisharp, Azumarill, Mega Altaria, Talonflame, Mega Scizor, Amoonguss, Celebi, Gyarados, Mega Lopunny, and Dragonite in their tracks. I decided to pair Volcanion with Mega Venusaur because they have a great Fire/Water/Grass synergy, with Volcanion beating things that Mega Venusaur loses to such as Mega Gardevoir, Dragonite, and Gyarados. Mega Venusaur in turn is a fat wall that can take on other threats that break past Volcanion like Terrakion, Rotom-Wash, and offensive Electric-types like Thundurus. After that I put on Hippowdon to stand a chance against Bisharp, and Mega Charizard X, but then I decided against that for Rhyperior because of the fact that it doesn't help Excadrill win, and looks cooler, and is better at taking physical hits. After this I added Chansey for that fatness and Aromatherapy support. Then I added Unaware Clefable to ensure that I don't die to setup if Volcanion dies before it uses Haze. Clefable also has backup Heal Bell and Wish support. I decided at first to add Latios because of its neutrality to rocks, and I thought this team needed some offensive backbone, but it's lack of bulk left me hanging a lot, so I went for Tentacruel instead.

Rhyperior @ Leftovers
Ability: Solid Rock
EVs: 212 HP / 44 Atk / 252 Def
Adamant Nature
- Stealth Rock
- Earthquake
- Stone Edge
- Fire Punch

Venusaur-Mega @ Venusaurite
Ability: Chlorophyll
EVs: 248 HP / 96 Def / 144 SpD / 20 Spe
Bold Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]

Chansey @ Eviolite
Ability: Natural Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
IVs: 0 Atk
- Toxic
- Soft-Boiled
- Seismic Toss
- Aromatherapy

Volcanion @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 184 Def / 32 SpD / 44 Spe
Bold Nature
IVs: 0 Atk
- Scald
- Flamethrower
- Will-O-Wisp
- Haze

Clefable @ Leftovers
Ability: Unaware
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
- Moonblast
- Heal Bell
- Wish
- Protect

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

 

Obliviate

After Dark
is a Tiering Contributor

what's the use (Latias-Mega) @ Latiasite
Ability: Levitate
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Reflect Type / Roar
- Thunderbolt
- Psyshock

start over (Skarmory) @ Leftovers
Ability: Sturdy
EVs: 232 HP / 28 Def / 248 SpD
Careful Nature
- Roost
- Iron Head
- Whirlwind / Counter / Taunt
- Spikes

in ruins (Tyranitar) @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Careful Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Crunch

dream you (Tangrowth) @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 204 Def / 56 SpD
Relaxed Nature
- Leech Seed
- Sleep Powder
- Knock Off
- Leaf Storm

about me (Heatran) @ Leftovers
Ability: Flash Fire
EVs: 248 HP / 56 SpD / 204 Spe
Calm Nature
IVs: 0 Atk
- Magma Storm
- Taunt
- Toxic
- Protect

follow the leader (Gastrodon) @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 112 Def / 144 SpD
Sassy Nature
- Curse
- Scald
- Earthquake
- Recover
Pretty solid Mega-Latias hazard stacking build. I don't consider this team as too creative/original or anything but it's been pretty consistent to me in both, ladder (peaked #8) and friendlies (unfortunately, I hadn't have the oppurtunity to use this in tours), and matches up well versus any playstyle if played correctly.
Originally, I started with Roar Mega-Latias + Hazard core consisting of Spikes Skarmory and Chople Rocks Tyranitar as the three of them check ~80% of the metagame. I chose Skarmory over Ferrothorn because I didn't want the team to be too weak to spikes knowing a spinner (Starmie/Excadrill) is hard to fit on teams already having a psychic and steel type thus leaving you weak to certain threats due to overlapping weaknesses and not to mention the restriction by using Mega-Latias/Hazards/Spinner. Tyranitar has Crunch on its fourth slot in order to not get walled by things it is supposed to check (e.g. Reuniclus, Mega-Latias and (Mega-)Slowbro). Next, I needed something to take physical pressure off Mega-Latias (e.g. Landorus-T and Mega-Lopunny) because a healthy Mega-Latias is crucial to check Manaphy and Keldeo which can be very annoying to this team otherwise, so I chose physically defensive Tangrowth which, in my opinion, performs extremely well in the current metagame. It provides nice utility in Sleep Powder and Knock Off to get rid of the opponent's Leftovers and making them more vulnerable to residual damage (e.g. Heatran (very annoying), Talonflame, Ferrothorn, Amoonguss etc.). Leech Seed + Regenerator are also very nice to compensate the lack of hazard removal. The team has a pretty poor matchup versus stall so far, so a stallbreaker was needed--I chose Heatran as it's one of the very few stallbreakers not necessarily needing hazard removal and with Protect to regain some health/scout for moves (e.g. scarf/band Tyranitar using Pursuit or not) and stall out opposing 'mons in combination with Toxic. The team's pretty weak to Scald, VoltTurn, Rain (kind of) and I thought that having a setup mon isn't a bad idea. Curse Gastrodon fits the role perfectly while also providing a nice pivot to switch into Starmie, Kyurem-B, Electrics, etc.
The team was pretty weak to Keldeo/Manaphy in combination with Pursuit so I eventually ended up using Reflect Type>Roar on Mega Latias, but Roar is still a cool move to use on Mega-Latias in conjunction with hazards. Other threats include SubSeed Serperior, specially defensive Mega-Sableye, SD Gliscor (if you are not using Counter/Taunt Skarm) and a well played Mega-Medicham.
http://replay.pokemonshowdown.com/ou-371480729 vs. Lopunny + Spikes Hyper Offense
http://replay.pokemonshowdown.com/ou-369795349 vs. "ABR Stall"
http://replay.pokemonshowdown.com/ou-370537127 vs. Diancie + Talon Bulky Offense
http://replay.pokemonshowdown.com/ou-371185339 vs. Jamvad's BandTar + Serp Bulky Offense

Thanks for reading and sorry for any grammar/language mistakes!

edit: The nicknames are pieces of lyrics from songs I listened to while laddering, if anyone's wondering. n_n
 

Halcyon.

@Choice Specs
is a Community Contributor Alumnusis a Contributor Alumnus
OR


There aren't any Charizard teams in the archive, and since it is definitely one of the most popular Megas, there should be. This team has the advantage of being interchangeable between the two Mega Charizard formes. The team is standard enough, and supports Charizard no matter which forme you choose. Tyranitar can pursuit trap the latis and Chansey for Y and break holes in Lando and Slowbro for for X. Lati Defogs and checks stuff like Keldeo. Suicune has good type synergy with the Zards and takes advantage of Ground types that can revenge the Zards. Ferro provides rocks and checks Dragons and the like. Finally Gliscor protects the team from stall/Clefable and can take on the likes of SD Exca. The team is pretty slow, but between zard and tar it packs a punch. Threats to the team would be stuff like Thundurus and Mega Gardevoir. You can make Ferro Chople for Gard and Tar Scarf for Thundy, but I like the extra power of band better.

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Fire Blast
- Focus Blast / Ancient Power
- Solar Beam
- Roost

OR

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 72 HP / 252 Atk / 184 Spe
Jolly Nature
- Dragon Claw
- Flare Blitz
- Dragon Dance
- Roost

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 180 HP / 252 Atk / 76 Spe
Adamant Nature
- Stone Edge
- Pursuit
- Crunch
- Superpower

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

Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Scald
- Calm Mind
- Rest
- Sleep Talk / Roar

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 68 Def / 188 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Stealth Rock
- Leech Seed

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 208 SpD / 56 Spe
Careful Nature
- Earthquake
- Knock Off
- Swords Dance
- Roost
 
Rubies (Diancie) @ Diancite
Ability: Clear Body
EVs: 32 Atk / 224 SpA / 252 Spe
Hasty Nature
- Moonblast
- Diamond Storm
- Earth Power /Hidden Power Fire
- Protect

BlueAngel (Manaphy) @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Energy Ball
- Ice Beam
- Tail Glow

Feathers (Tornadus-Therian) @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- U-turn
- Knock Off

Rip-Jaw (Garchomp) @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 232 Def / 24 Spe
Impish Nature
- Stealth Rock
- Toxic
- Dragon Tail
- Earthquake

Knight.A (Bisharp) @ Choice Scarf
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Iron Head
- Pursuit
- Stone Edge

Trixie (Latias) @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Healing Wish/Roost

This is a team that is great for me. That is Why I wanted to post this team. Feel free to change anything that you want to based on team weaknesses. Roost Might be a Better option on latias over healing wish because that makes volcanion and manetric easier to switch in too.
Hmm... in order to have your team posted in the archive, I think you should give a better reasoning than just "it works great for me". By citing the rules in the OP, you have been missing a very important detail:

  • provide an import of your team
  • provide an explanation of your team
  • provide replays / some other form of success with the team
So, why exactly did you choose this team? How does it work? How do the various teammates support each other? What threatens this team and how do you handle said threats?

Basically, simple stuff to illustrate better this team. After all, this thread is supposed to be a resource for many players, especially beginners that want to get involved into this tier. If you give to said beginners just the weapons without the theory, then how can they start learning? Sure, trial-and-error is a thing, but a little bit of information wouldn't hurt, would it?

And if you have difficulties explaining how the team works, then what about showing some replays of this team in action? If you say that this team does good for you, then you should have some good quality replay that shows how well this team works.

Not to criticize this team or the effort poured into building this team, since it looks interesting to me, but try to give to us a better insight of it, or it may seem just a list of Pokémon put together and being called a team. Just my two cents on the matter. ;)
 
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Hello guys, I recently build this mega metagross team and I thought I could post it. So let's start with the core of metagross and keldeo. A very solid offensive core that nearly has perfect offensive synergy together. With mega metagross having trouble against victini, garchomp, landorus and gliscor keldeo is the perfect pokemon to eliminate those.
Metagross has a pretty standart set that works best with keldeo. Instead of hammer arm you can use thunder punch on metagross. Keldeo is the wallbreaker of the team and is
just one of the best mons in the OU tier having great offenses and speed. Besides their great synergy this core still has some pokemons countering it for example m-slowbro
starmie and manaphy. All of them are bulky waters so I needed something to hit them hard and serperior was the perfect option. With leafstorm it kills these pokemon qite easily and works as a great win con in the late game.
This is one of the main strategies this team faces. Breaking stuff with metagross and keldeo and sweep late game with serp. I decided to go standart with glare to have speed control. Also glare is one of my main ways to beat gengar as
metagross speed ties with that thing. At this point talonflame was the biggest threat to the team and I needed some counters. I went with the combination of landorus and rotom-wash. These two are the two best counters to talonflame and basically make talonflame useless.
As rotom handles sand excadrill really well I went with an offensive spread on landorus to have better wallbreaking opportunities but still keeping defensive presence. My last mon is latias to check m-charizard y and kind of serperior. Serperior and gengar are the main threads to this team.
The way of beating them down is by paralyzing them with glare and then kill them with metagross or keldeo. Also excadrill can be threatning if your rotom is low and landorus too, so keep them healthy if you face sand.
Hope you like the team and have fun using it.

Metagross-Mega @ Metagrossite
Ability: Clear Body
Shiny: Yes
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Ice Punch

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind

Serperior @ Leftovers
Ability: Contrary
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Leaf Storm
- Dragon Pulse
- Hidden Power [Fire]
- Glare

Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Rotom-Wash @ Leftovers
Ability: Levitate
Shiny: Yes
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Latias @ Life Orb
Ability: Levitate
EVs: 72 HP / 184 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Healing Wish
- Defog
 
hi there


Rotom-W @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 44 Atk / 16 Def / 200 Spe
Impish Nature
- Swords Dance
- U-turn
- Bullet Punch
- Roost

Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stone Edge
- Close Combat
- Iron Head
- Rock Slide

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

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

Heatran @ Chople Berry
Ability: Flash Fire
EVs: 144 HP / 112 SpA / 252 Spe
Timid Nature
- Lava Plume
- Toxic
- Taunt
- Stealth Rock

This is a Band Terrakion BO I've been using for quite some time and I've really enjoyed the results thus far. I started around a core of Rotom-W and SD + U-turn Mega Scizor. This specific Mega Scizor set is really good in my opinion, since wearing down you're counters early on is great for making room for a sweep later. It's also nice for getting away from Magnezones that think it's a good idea to come in on it after scouting what variant Mega Scizor is. So with two pivots, naturally you'd include a wallbreaker that really benefits from what they can Volt Switch and U-turn on without too much of a problem. Band Terrakion fit the gap pretty well, since it beats threats like Ferrothorn and just applies insane pressure on the opposing team. I can testify since it does with this team as well, but what can you do? I went with Rock Slide in the last slot over something like Quick Attack, since being locked into that move is terrible and Rock Slide still hits pretty darn hard + it's nice to spam late-game when things are significantly worn down enough. At this point I didn't have a feasible Keldeo check, so I added 3 Attacks + Roost Latios, specifically a Thunderbolt variant to pressure Waters a bit more. Defog isn't at all necessary since this team pressures Spikers a lot and Stealth Rock isn't too much of a hindrance. Garchomp, Mega Lopunny, Mega Sableye, and other assorted threats like HP Fire Kyurem-B and Thundurus all were quite troublesome for the current teammates so I tossed on Clefable to act as an incredibly reliable and effective glue. I went with the standard T-wave + Calm Mind variant since speed control would be very nice for this team. Finally, I didn't have a Rocker and little to no buffer to Offensive Mega Scizor. Heatran fit the slot perfectly. I went with a Lava Plume set since missing against Mega Scizor is like the worst thing to ever happen and I decided to go with WispTaunt to apply pressure to defensive backbones. Chople Berry might seem a little weird to use, but Mega Lopunny, Terrakion, and Lucario (that thing is satan) are all things you shouldn't take too lightly bar Mega Lopunny. Chople + Wisp is a decent lure to (hopefully) cripple Terrakion and Lucario so they're easier to handle in the long run. Keldeo is still something to watch out for since it's usually paired with Tyranitar, so try your very best to not let it get trapped too early in the game. Overall, this is a nice and solid build with just a few quirks to keep the opponent guessing.
 
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Like Halcyon., I believe that the archive should have a Charizard-X team.

This is the DD Charizard team that I have been experimenting with. I started off with the core of Charizard-X + Keldeo. Specs Keldeo is able to do a number vs stall and cause a lot of damage for Charizard-X to sweep. It also deals with Heatran, Landorus, and Hippowdon which are really big issues for Charizard. Keldeo also functions as the teams dark resist. Has Focus Blast to dent things like Rotom-W etc. So Latios was a threat and this prompted me to add Tyranitar+Exca. These two allowed me a switch-in Lati's and helped vs offensive mons such as Lopunny, Metagross, Manectric, electrics, birds and Clefable. Tyranitar is the rocker and carries T-wave for Charizard-X. and Excadrill would be able to revenge kill if Tyranitar was to die. Excadrill has rapid spin for Charizard-X to sweep. Swords Dance to beat slow and fat teams. Tangrowth was added to beat common weaknesses to Sand such as Azumarill, Breloom, and Rotom-W. It also functions as a sand check and a switch-in to physical attackers M-Lopunny and M-Metagross. Sleep Powder is useful to cripple things. 3 attacks Roost Latios was added to check things like BD Azu and Keldeo. Is also a ground resist. The team does a good job at wearing down Charizard's checks with residuals and Keldeo's ability to wallbreak.

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 0 SpA
- Flare Blitz
- Dragon Claw
- Dragon Dance
- Roost

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Focus Blast

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Thunder Wave

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

Tangrowth @ Rocky Helmet
Ability: Regenerator
EVs: 244 HP / 216 Def / 48 SpD
Relaxed Nature
- Sleep Powder
- Giga Drain
- Knock Off
- Hidden Power [Fire]

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Roost


I feel like I didn't explain it that well, but the build is pretty decent. ALSO sand team ^_^
 

Wasted Summer (Nidoking) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Earth Power
- Sludge Wave
- Ice Beam
- Flamethrower

Back2You (Rotom-Wash) @ Leftovers
Ability: Levitate
EVs: 248 HP / 240 Def / 20 SpD
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Synchronize (Scizor-Mega) @ Scizorite
Ability: Technician
EVs: 240 HP / 140 Def / 128 SpD
Impish Nature
- Bullet Punch
- U-turn
- Roost
- Pursuit

Heartbeat (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 24 Def / 232 Spe
Jolly Nature
- Earthquake
- Stone Edge
- U-turn
- Explosion

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

The Girl (Heatran) (F) @ Power Herb
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Stealth Rock
- Magma Storm
- Solar Beam
- Taunt / Earth Power
This is another one of my best teams, and while nidoking is uncommon, it has been rising in popularity and the team archetype itself represents an increasingly popular team style, so I feel this may be sample worthy. This team basically revolves around Pursuit MZor + Rotom-W + wallbreaker (in this case nidoking), which is an extremely effective combination and I think also representative of modern bulky offense teams, which nowadays often pack bulky pivots such as rotom-w, lando, or even jirachi and sometimes ferro, rather than going fully offensive. Nidoking is the wallbreaker I'm using here since it just gels extremely well with the team, and is an absolute menace to face, but many other teams have recently been utilizing other wallbreakers such as cb rak, cb tar, volcanion, cb or lo weavile, specs focus blast keld, cm lati / sd chomp, etc. Scizor and Rotom work together to check a myriad of threats while also generating offensive momentum to bring in nidoking as many times as possible throughout the game to pressure and break the opponents team, with pursuit > sd on scizor in order to remove fast attackrs like lati/zam which may threaten the possibility of an endgame clean. The rest of the team is just an extremely solid combination that is often seen alongside sciz + rotom due to its generally very strong synergy. Heatran sets up rocks and defensively covers stuff like serp, scizor, talon, volc, zard, etc. (earth power is better for zard-x and other heatran, but otherwise taunt is preferable). With power herb + solarbeam, the team can more effectively threaten bulky starmie balance teams, and also threaten the extremely common rotom-w. Lati is another solid addition that especially covers keldeo and is in general a strong attacking force especially with cm, which is extremely important to beat opposing cm users like suicune or reuniclus, with good typing to support the team. Scarf Lando completes the team as a solid source of speed, additional momentum, and an offensive presence combined with the defensive utility of intimidate. I wouldn't be surprised at all to hear that people have seen other teams with the same last 5 mons, but I feel the specific sets used and the choice of a wallbreaker like nidoking is not only more representative of modern meta trends, but is also a highly effective combination that i have found works better than other combinations I have seen and/or tried.
fsr i couldn't find it so instead searched for my post-commentary on my powc game vs Get this Money with this team, but that helped me find the replay :o
http://replay.pokemonshowdown.com/smogtours-ou-157065
 
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added ABR's mega medicham offense build because a medi build was definitely needed, and this one is solid, standard, and pretty self-explanatory. furthermore, this build sorta shows a general framework for offensive builds in how it utilizes offensive glue mons like keldeo, landorus-t, rotom-w, etc.. a lot of builds tend to line up with this nowadays.

i'm thinking about adding a couple other teams here, so i'll think about those some more and all. finally, i'm really looking for a stall build of some sort :3.

edit: also not 100% sure but i'm debating removing nedor's mega scizor team because it doesn't really fit any general frameworks / has staple stuff unlike pmuch every other team on here, boudouche's mlop gengar team because it's sorta dated at this point, and bludz's volcanion team because lol volcanion. note: these are opinions i've also gathered from others not just myself, and with some of this stuff i'm sorta 50/50 :x. nedor's team is currently filling the slot for a solid mega scizor / genie build, and bludz's team fills the slot for a team that utilizes ttar (specifically bandtar). if these are removed, they'd be removed for teams that better accomplish these things.

edit2: also in general i'd like to hear some thoughts on what types of teams you guys think should be in here. for example: "i think there should be a sand offense team because [...]". you don't have to have a team to provide, but it'd be preferable if you could at least point to a team by someone else that fits whatever description you have.
 
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p2

BORN 2 SHIT
is a Tiering Contributor Alumnusis a Top Contributor Alumnus
i was asked to post this, description tomorrow or something maybe ~_~ it won a wcop game it must be good


Manaphy @ Leftovers
Ability: Hydration
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Tail Glow
- Scald
- Hidden Power [Fire]
- Energy Ball

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 244 HP / 32 Atk / 52 Def / 124 SpD / 56 Spe
Impish Nature
- Swords Dance
- Roost
- U-turn
- Bullet Punch

Thundurus @ Leftovers
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 30 HP / 0 Atk / 30 Def / 30 SpA / 30 SpD
- Nasty Plot
- Thunderbolt
- Hidden Power [Flying]
- Focus Blast

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Stone Edge
- Explosion
- U-turn

Latios @ Life Orb
Ability: Levitate
EVs: 32 HP / 224 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Roost
- Defog

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Lava Plume
- Toxic
- Taunt
- Stealth Rock
 
I think in the long run boudouche's, geemicks, tdks (he's noted it's not good himself in a comment I saw), bludz m-diancie team, hugos should go entirely.

Teams here that I saw that I would add:

Obliviate team after he changes around some sets

FV's NidokingMScizteam

Idk p2's team that well so no comment on it.

My short condensed justification for not putting those other teams is their effectiveness is largely overrated, not exactly good for laddering, or just bad.

Other stuff I would add that I think are ok-ish ladder teams:

http://www.smogon.com/forums/threads/rubber-soul.3574627/ - Personally like this team although it can use some move changes (Twave M-Lati sucks).

starry there's like one stall team going around lol stop kidding yourself.

Idk there's a lot of teams being used in WCOP and stuff but that doesn't necessarily mean they're good for laddering and I would probably just talk with regular high ladderers on their opinion of what to add on the side. I looked through the forum in OU and RMT and wasn't too impressed or convinced that anything was really good as a foundation for an archetype or decent for laddering. I'd look through WCOP replays and see if anything looks alright for laddering purposes first then go from there.
 

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