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Project OU Community Create a Team | COMPLETED (see p. 22, post #545)

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the vote was pretty unananimous this time around, but here are the results:
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● mega alakzam | 10 votes
● rock polish mega diancie | 0 votes
● lo defog latios | 1 vote
● lo weavile | 0 votes
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this means the fifth member of the build is mega alakazam!

the suggestion phase is now open, you guys have from now until next thursday to put in your recommendation (3/3)

keep in mind the current team is dd landorus-t / breloom / physdef rotom-w / fast rocks heatran / mega alakazam.
 
azumarill.gif

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

I think the main thing to prioritize here is a Specs Keld switch in. Although the team has several ways to threaten the pony, nothing really likes coming in directly. Silly business with Scald aside, Azu helps fill this hole. Moreover, Azu provides the team with a very useful immunity and check to dragons. This is extremely useful because Heatran is the only real Pokemon we have to absorb hits from the likes of Latios and Zard-X, leaving it vulnerable to being worn down quickly. Azu relieves some of this pressure away from Heatran. It also works well offensively with Breloom and Lando-T, breaking down walls like Skarm for one another.

As mentioned in the last round, a variety of speedy Pokemon can give the team a hard time. Even with Mega Zam, this is still the case to an extent. The strong priority CB Azu brings to the table gives the team an added way to check these faster threats, dealing a good deal of damage to the likes of Mega Diancie, Mega Gardevoir, Gengar, opposing Mega Zam, and so on. Other additional benefits of Azu include checking Mega Sableye, giving the team another way to break Clef through brute force, and providing another check to rain teams. Although having two water types may seem redundant, Rotom-W and Azu serve differing roles and have their weaknesses to threats like Mega Venu covered by Heatran and Mega Zam. The exception is Breloom, who becomes more threatening with Azu on the team. Rotom-W and Azu do double up as checks to Weavile though, which is cool since it's a little threatening to the team.

In terms of downsides, Azu adds another slow Pokemon to the team and increases its weakness to electric types like Mega Manectric and Thund-I. It also doesn't do much to help the team deal with Kyurem-B, who is a big threat currently. Sadly, covering these weaknesses is hard while finding something to deal with threats like Specs Keldeo without being too passive. The final member is a matter of what we'd like to prioritize covering, with the workshop being able to come up with other versions to fix up some problems.
 
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tornadus-therian.gif

Tornadus-Therian
@ Assault Vest
Ability: Regenerator
EVs: 208 HP / 48 SpD / 252 Spe
Timid Nature
- Hurricane
- U-turn
- Heat Wave
- Iron Tail or Knock Off

The team has a hard time switching in on several strong special attackers, examples being Gengar, Mega Gardevoir, Mega Diancie, Keldeo, and opposing Mega Alakazam. Breloom is also rather threatening, doing a number to the team with its STABs. These Pokemon all pressure the team quite a bit, and can make us lose a good deal of momentum by forcing us to sac something or play unfavorable prediction mind games. So, having something capable of pivoting in on their attacks would be appreciated. Torn-T does this well, checking all of the previous Pokemon nicely thanks to AV and its high speed. Iron Tail is here primarily for Mega Diancie and Mega Gardevoir, KOing the former even with Timid. This makes Torn-T a catchall response to many remaining threats. Knock Off is an alternative if checking Latios better turns out to be of more concern, though. Further, Torn-T provides the team with some well needed speed, which is good since Mega Alakazam is relied on to check a variety of faster threats. U-turn forms a nice VoltTurn core with Rotom-W, and really helps the team keep its momentum going.

Like Azumarill, Torn-T increases the weakness to electric types. By adding a third ice weakness, it doesn't do much to help with Kyurem-B either. It's also unable to pressure Mega Sableye as much. Options like Dazzling Gleam on Mega Alakazam can be explored to slightly help with this issue. These negatives aside, Torn-T is a much better switch in to various threats and brings much more speed to the table. This prevents us from losing as much momentum against the threats mentioned earlier, and this all makes Torn-T a decent option for the final member.
 
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Nedor had an emergency, so i'm gonna handle this.

thank you to those who all provided good suggestions this suggestion round! anyways, this is what has been recommended:
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choice band azumarill
assault vest tornadus-t

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this means the voting phase is now open, and these are your options. to vote, simply say the name of one of these options in bold please and thank you. you have from now until this tuesday night (3/8 | EST) to put in your vote. given the circumstances of this voting, the deadline may change!

keep in mind that the team is currently dd landorus-t / breloom / defensive rotom-w / rocks heatran / mega alakazam.
 
AV Torn-T. Azu doesn't do enough to address the Keldeo and Breloom weaknesses, and Torn is more effective at wearing down checks to M-Zam.
 
thanks to Infernal for the two great suggestions to the build. anyways, here were the results this week:
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av tornadus-t | 7 votes
banded azumarill | 2 votes
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based on your guys' votes, the last member of the team is assault vest tornadus-t!

dd landorus-t | breloom | physdef rotom-wash | fast rocks heatran | mega alakazam | av tornadus-t is the (final) team created by ya'll. n_n

since i'm running low on time, i will be deciding if a workshop will be required on ps! to discuss the team and if there is any possible beneficial changes. i will write a brief post tomorrow morning or afternoon that will inform you on what's gonna happen.
 
hey all n_n so, we've recently had a workshop on the ccat team you guys built as a community, and i'm pleased to say it went successfully. it lasted approximately an hour and a half in total, and i'd just like to thank all of you guys that came out to support, as well as the cool people that helped me lead it; its very much appreciated.

aside from that stuff and getting straight into the team itself; although there were positive sides to the build, there were definitely some weaknesses that had to be fixed. through testing, i found the team to be really inconsistent and it was for a few reasons; a few redundant 'mons that were simply holding it back from applying pressure to eventually setup your main wincon (dd landorus-t), a bit too passive in terms of applying constant pressure, getting pressured by voltturn + breaker due to the backbone of the team not being capable of taking repeated hits all that well, all of these reasons caused the team to get overwhelmed by common things. because of this, the workshop community as well as myself decided to change the team style slightly. as opposed to including a backbone that the team would rely on to take hits, we concluded that offensively pressuring the opponent would be the optimal way of making dd landorus-t function as its supposed to, while also including a few more ways to end out a game depending on the matchup.

team created by ccat: dd landorus-t / sd breloom / physdef rotom-w / rocks heatran / mega alakazam / av tornadus-t

we ended up creating two slightly different versions and i will be explaining the changes:

version 1: dd landorus-t / lead garchomp / bullet punch mega metagross / cm volt raikou / sd breloom / av tornadus-t

version 2: dd landorus-t / rocks magma storm + solar beam heatran / bullet punch + pursuit mega metagross / cm volt raikou / sd breloom / av tornadus-t

starting off with the first version. as we knew we wanted to make this team a bit more offensive to deal with threats, lead rocks chomp was chosen over heatran to apply pressure from turn 1 by setting rocks, removing or weakening some of the opponent's crucial members, and possibly function as a sweeper check with your focus sash intact. secondly, bp + pursuit mega metagross was chosen over mega alakazam to offensively deal with things like weavile and mega diancie that were issues, as well as removing the lati's for sd loom and to a lesser extent dd landorus-t to clean, while also being a strong wallbreaker; hammer arm i felt wasn't mandatory on this build either as there are ways of breaking / wearing down its main targets. the last change of cm volt raikou > rotom-w was to help deal with problematic electric types, apply much more pressure on bulkier water types which cut the teams momentum, and functioning as another wincon is always nice. the second variation of the team was with rocks magmabeam heatran > chomp was decided as a bit of a bulkier approach to things. it is used as a lure for bulky waters like rotom-w, allowing dd landorus-t to clean quite effectively.

you have to understand that while the team does look quite different, it is better in the sense that it applies a ton of offensive pressure to not lose to a bunch of threats. i'm not saying the team that came out of the workshop is perfect either, it definitely has its weaknesses but no team can cover absolutely everything, its oras :) anyways thank you again to all of you, i will be leaving the hastebin of the team down below. oh also, the new round for ccat suggestions will be up soon so get your suggestions ready!

http://hastebin.com/raw/alubuwohof - garchomp version

http://pastebin.com/2yEF1i6p - heatran version (keep in mind you guys can make any changes you'd like to the teams that fit your preference)

oh also, the new round for ccat suggestions will be up soon so get your suggestions ready!
 
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lopunny-mega.gif
hoopa-unbound.gif

Lopunny-Mega @ Lopunnite
Ability: Scrappy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Baton Pass

Hoopa-Unbound @ Choice Specs
Ability: Magician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Dark Pulse
- Psyshock
- Focus Blast
- Hyperspace Hole/Hidden Power Ice/Thunderbolt
This is a really cool core right now and has skyrocketed in popularity with the advent of specs hoopa. Lop is a standard offensive set intended to screw over offense and it even has baton pass to get hoopa in on switches into Lop's counter, 99% of which get shat on by hoopa so that hoopa can pick up its free kill. Lop is a terror for most offensive teams to face in between its unresisted STAB moves, priority fake out, and ability to pivot out with baton pass. Hoopa can get multiple kills every game if it is played well and is an absolute terror to face. This thing hits so fucking hard it has a chance to OHKO fat tornt from 100% with psyshock, and that's even guarenteed after rocks which is absolutely insane for a neutral hit. Chansey is 2hko'd by hoopster, mandibuzz is 2hko'd after rocks from dpulse, and this set has no fucking switch ins period bar our lord and savior av drapion. This core can decimate unprepared teams can can put you in a position to win very quickly in most match ups. This core is generally best when used on volturn teams so that slow pivots can get hoopa in for free, and the opposing team gets worn down throughout the match to a point that lop can eventually sweep. Hyperspace hole is nice for hitting random megabees and megadiancies through protect, hp ice gets a guarenteed OHKO on every fat ground bar maybe hippo, and tbolt is an all around coverage move that can nail a ton of mons like skarm, mandi, and others that trouble lop. This is an insanely fun core to use and I enjoy building on it, so it would be cool for the community to build around this
 
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