Resource ORAS OU Teambuilding Competition - revived on post #423

https://pokepast.es/186c791febec2434

Even though this idea has been explored by sluGGy to an extent, I wanted to share my take on Mega Heracross + Hydreigon. I think that these two share a really nice offensive core, as they are able to muscle through each others checks if necessary.
Mega Heracross teams tend to be on the slower side, so I added the para core of Serperior + Slowbro. Both act as water resists: on the one hand, Serperior can use Knock Off to remove the items on the opposing team, while on the other, Slowbro switches into the physical threats of the tier (Lopunny and Medicham in particular).
After that Came in the ground that oras couldn't do without, Excadrill. This time it is also the rocker of the team as well as the spinner.
Last but not least, Talonflame was added as the ground immunity of the team, the volcarona check and burn spammer.
 
1 hour late but that's all right. Not too many subs but these were alright to say the least.
Here's the vote;

Team 1 by Waffleztastegood

214_2.pngslowbro.gifheatran.gifgarchomp.gifserperior.giftornadus-therian.gif

Team 2 by ImperialH

214_2.pngcresselia.gifclefable.gifexcadrill.gifvolcanion.gifthundurus.gif

Team 3 by sluGGy

214_2.pnghydreigon.gifexcadrill.gifzapdos.gifserperior.gifvolcanion.gif

Team 4 by Avendesora

214_2.pnghydreigon.gifexcadrill.giftalonflame.gifslowbro.gifserperior.gif

The deadline for voting is 10.11.2024 at 21:59 GMT +3.
Happy voting!
 
Congratulations to ImperialH for winning the week!
Now for the next one...

Mega Garchomp
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Mega Garchomp is one of those strange mega evolutions that is actually worse than it's base form. Despite getting a massive buff to it's offenses such as its attacking stats that are equal to those of Kyurem-Black, it's severely hampered by the 10 point nerf to it's base speed. This one crucial nerf leaves Mega Garchomp in a very unfortunate spot as a mega that isn't necessarily used because of it's powerful presence in the metagame but rather more as a fun niche pick that you use once every 6 months.
Don't let this slight bashing take away from Mega Garchomp's positive traits though. It has extremely powerful breaking potential on sand as a result of the effective Life Orb boost granted by it's ability Sand Force that let's it rip through even the bulkiest of Pokémon such as Slowbro with it's meaty Earthquake. Mega Garchomp can also use a potent mixed attacking set with Stealth Rock that lets it snipe common Garchomp checks like Gliscor and Landorus-Therian with a strong Draco Meteor or Hidden Power Ice.

All in all Mega Garchomp while heavily flawed when compared to it's base form, has potential to be a solid niche pick when viewed as a standalone Pokémon. Remember that comparison is the thief of joy.

I hope to see some cool teams that take advantage of Mega Garchomp's unique traits. Happy posting!
The deadline for this week is 15.11.2024 at 21:59 GMT +3.

I'll be taking a short break from the teambuilding competition for a while so this will be the last week until around Christmas time. I might get someone to take over but that's TBD.
 
https://pokepast.es/71afd3a98112450a

Behold, Mega Garchomp sand is here to terrorize everything and everyone that has set their eyes upon its magnificence. But, how exciting! Everyone loves stall, right? Riiiiiight?
All jokes aside, I think Mega Garchomp's traits let it shine on this sand stall structure, as Mega Garchomp's breathtaking prowes for breaking more balanced structures grants it a spot here. In addition, the added bulk from the mega evolution is pretty nice in conjunction with Wish. Swords Dance, sand chip and Stealth rock make this Garchomp pretty impossible to take hits from, so the rest of the team is meant to give it as many opportunities as possible to do its dirty work.
Let's start with Hippowdon, the one mon that makes this entire thing possible. With its ability Sand Stream and the item Smooth Rock, Sand will last 8 turns (7 practical turns) instead of 5, lengthening the chip sand provides on the whole opposing team, as well as giving Mega Garchomp a boost on its Earhtquake.
After that came in Skarmory. However, this is a Spikesless set meant to Defog opposing hazards away. Skarm acts as a Diancie check and a ground immunity on top of the aforementioned role.
As I was using a sand team and I desperately needed a special wall (you guys know what everyone thinks first when building a stall team), I thought of Chansey, of course. Needless to say that Chansey hates residual damage with all its being, so the natural thing to do was to use its evolution Blissey instead. Not only does Blissey do far better on sand stall builds, but it is able to recover hp outside of sand with Leftovers as well. Wish support is invaluable for the whole team and Thunder Wave is the 4th move of choice to aid Mega Garchomp in sweeping the field easier.
Clefable was next in line. I needed a Knock Off user, a pokémon that didn't mind sand, and a cleric to clear status conditions from the other pokémon not named Blissey. Clefable gave me all of those things, as well as a physically defensive pokémon that would be able to come in on threats like Mega Medicham.
Last but not least, a water resist was in order, as none of the pokémon above took water moves easily. Thus, Amoongus was selected as the last member of the team. This pokémon's purpose, adding to resisting water, is to absorb Toxic Spikes for the team, as many of them really hate getting chipped down by poison over time. Thanks to Amoongus, Clefable and Skarmory, Toxic Spikes should never be a problem for this team.
I hope you have enjoyed this long ass explanation.
Happy stalling!
 
https://pokepast.es/139d335679febd82

1. Garchomp (Mega)

  • Item: Garchompite
  • Ability: Rough Skin (pre-Mega) / Sand Force (post-Mega)
  • EVs: 252 Atk / 4 Def / 252 Spe
  • Nature: Jolly
  • Moves: Swords Dance, Earthquake, Dragon Claw, Fire Blast
Role: Physical Sweeper
Explanation: Mega Garchomp is a fearsome sweeper with access to Sand Force, which boosts the power of Earthquake during sandstorm, enhancing synergy with Hippowdon. Swords Dance lets Garchomp boost its Attack to very high levels, making it a formidable threat even to defensive teams. Earthquake and Dragon Claw provide excellent STAB coverage, while Fire Blast helps deal with Steel-types like Skarmory, Ferrothorn, and Scizor that could otherwise wall Garchomp.


2. Hippowdon

  • Item: Leftovers
  • Ability: Sand Stream
  • EVs: 252 HP / 144 Def / 112 SpD
  • Nature: Impish
  • Moves: Earthquake, Stealth Rock, Slack Off, Toxic
Role: Physical Wall, Sand Setter, Hazard Setter
Explanation: Hippowdon is a sturdy physical wall and provides sand support, which synergizes with Mega Garchomp’s Sand Force ability. Stealth Rock is crucial for chip damage and controlling switches. Earthquake is a reliable STAB move, while Slack Off provides longevity. Toxic allows Hippowdon to cripple bulky foes like Slowbro, Rotom-Wash, and opposing walls, pressuring the opponent’s defensive core.


3. Amoonguss

  • Item: Black Sludge
  • Ability: Regenerator
  • EVs: 248 HP / 168 Def / 92 SpD
  • Nature: Bold
  • Moves: Spore, Giga Drain, Clear Smog, Hidden Power [Fire]
Role: Defensive Pivot, Status Inflicter
Explanation: Amoonguss is a solid defensive pivot with Regenerator, allowing it to heal on switches and stay healthy throughout the match. Spore puts opponents to sleep, potentially shutting down dangerous threats. Giga Drain offers recovery while dealing STAB damage, and Clear Smog removes stat boosts, making it effective against setup sweepers. Hidden Power Fire helps with Steel-types like Scizor and Ferrothorn, which could otherwise set up on Amoonguss.


4. Jirachi

  • Item: Expert Belt
  • Ability: Serene Grace
  • EVs: 132 Atk / 160 SpA / 216 Spe
  • Nature: Mild
  • Moves: Iron Head, Icy Wind, Thunderbolt, Hidden Power [Ground]
Role: Mixed Attacker, Coverage
Explanation: Jirachi’s mixed attacking set allows it to hit a wide range of threats, especially with Expert Belt boosting super-effective moves. Iron Head provides STAB with a flinch chance thanks to Serene Grace. Icy Wind can surprise common Garchomp and Landorus-T switches. Thunderbolt offers coverage against Water- and Flying-types, while Hidden Power Ground targets Steel-types like Heatran that would otherwise wall Jirachi.


5. Slowbro

  • Item: Colbur Berry
  • Ability: Regenerator
  • EVs: 252 HP / 176 Def / 80 SpD
  • Nature: Bold
  • Moves: Scald, Slack Off, Thunder Wave, Ice Beam
Role: Physical Wall, Status Support
Explanation: Slowbro is a physically defensive wall with Regenerator to stay healthy. Colbur Berry helps it take a Dark-type move in a pinch, which can otherwise be a problem for its survivability. Scald is great for spreading burns, further weakening physical attackers. Slack Off provides consistent recovery, and Thunder Wave allows it to slow down opposing sweepers. Ice Beam provides coverage against Dragon- and Ground-types, especially Garchomp and Landorus-T.


6. Tornadus-Therian

  • Item: Assault Vest
  • Ability: Regenerator
  • EVs: 248 HP / 8 Def / 252 Spe
  • Nature: Timid
  • Moves: Hurricane, Heat Wave, Knock Off, U-turn
Role: Specially Defensive Pivot, Momentum Support
Explanation: Tornadus-Therian serves as a special tank with Assault Vest, providing valuable support with Knock Off to remove items and U-turn to pivot into teammates. Hurricane is its primary STAB move, hitting hard with a chance to confuse. Heat Wave provides coverage against Steel-types that resist Hurricane. U-turn helps Tornadus-T pivot out, maintaining momentum and keeping the team flexible.


Synergy and Strategy​

  • Sand Support: Hippowdon’s Sand Stream benefits Mega Garchomp’s Sand Force ability, making it a powerful late-game sweeper.
  • Regenerator Core: Amoonguss, Slowbro, and Tornadus-T form a solid Regenerator core, allowing them to switch frequently to maintain health and help the team sustain pressure.
  • Status Spread: With moves like Toxic on Hippowdon, Spore on Amoonguss, and Thunder Wave on Slowbro, the team can cripple opposing threats and slow down fast attackers.
  • Mixed Coverage: Jirachi’s mixed attacking set with Iron Head, Icy Wind, Thunderbolt, and Hidden Power Ground provides excellent coverage against common threats in the metagame.
  • Hazard Control: While this team lacks direct hazard removal, Hippowdon can set up Stealth Rock to chip away at switch-ins.
Overall, this team is designed to wear down the opponent with hazards, status, and continuous Regenerator recovery, setting up Mega Garchomp for a possible sweep in the sand. It’s a balanced team with strong defensive pivots, good status support, and a mix of offensive threats.


Shoutouts: CHATGPT
 
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Mega Garchomp Sand
:sm/tangrowth: :sm/garchomp-mega: :sm/rotom-wash: :sm/excadrill: :sm/tyranitar: :sm/talonflame:

Team Description
The first thought to fully utilize mega garchomp's offensive prowess is to build a sand team while granting it access to swords dance and fire blast to deal with its primary checks. When paired with excadrill which also acts as our sand sweeper and our speed control along with talonflame, we can break past the common defensive cores. Lastly, tangrowth's spread of 252 hp 80 defense and 176 spdef guarantees a 3hko after rocks against Mega Lopunny.

Primary threats
Mega Medicham​
 
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Congrats to devin for winning this week's round!

Next up we have Mega Aggron!

After mega evolving, it sheds its horrid Rock/Steel typing while gaining Filter, virtually eliminating any and all type based weaknesses. This, coupled with its inflated 230 Def and more than usable 140 Atk, turns it into a premiere 1v1, fairy nuking machine. These traits enable it to function as a threatening rocker able to contest most hazard control options by smashing them in with its supereffective coverage. Unfortunately, its low Spdef makes it incredibly weak to special moves, and the lack of recovery leaves it prone to being chipped down and easily pressured throughout the match. Wish passers like Clefable and Alomomola are perfect partners for it, since they're able to patch up that special weakness to some extent and extend its life span.

Deadline: 11.22.2024 at 11:59pm -4gmt.
 
Glad we are doing Mega Aggron since I found a full odds shiny Aron in ORAS a while back

https://pokepast.es/9feea5e9d54704b3
With Mega Aggron we have all out attacker set, with the highlight being head smash this lets you chunk the biggest annoyance for mega Aggron and that is all the electrics on the switch.

Seismitoad is here to wall rotom and zapdos

Umbreon supports the first two with heal bell and wish

Talonflame hard checks Volcarona

Excadrill provides more speed control and spin

Dragalge is the other moth check and a keldeo check.
 
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togekiss.png
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zapdos.png
volcanion.png
serperior.png

Mega Aggron is pretty cool and honestly one notable steel mega option that serves as a pretty efficient tank thanks to filter. The weird thing is coming up with a set that works from experience so here I am pulling 3 attacks and a team to attempt to support it well. Heavy Slam is a given, EQ is just great coverage, and ice punch is ideal to make opposing ground types think twice for coming in. Rest is to give some degree of sustainability so it can be played more aggresively which the additional support will help in that.

Nasty Plot Togekiss is a forgotten threat that is honestly the most annoying mon for fat in existence. The set makes it a remarkably annoying stallbreaker that provides heal bell support to the team, and mainly to Aggron, remarkably annoying mon that just punches holes like crazy. The rest of the team is somewhat standard, with full spdef hippo making an appearance here to help with volc and electrics to an important extent, the build demanded defog zapdos so there is that discharge and heat wave cause the team nature demanded more helps vs setters like exca and ferrothorn, scarf volcanion for some form of speed control, and serperior cause it is goated and provided knock off and paralysis support.

Opposing Zapdos is bitchy, and the main reason why it is spdef hippo instead of a garchomp so roost 3 attacks doesnt bully your existence. Other optimizations could be done but overall pretty functional, opposing volcanion is overall super annoying, but playing the cards right shouldnt be too impossible either. Hope you like it, any improvements are always cool, we are all here to learn!
 
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