Other OU Sample Team Thread

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Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 104 SpD / 152 Spe
Careful Nature
- Knock Off
- Will-O-Wisp
- Taunt
- Roost

Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Fire Fang
- Swords Dance

Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Aerial Ace
- Stone Edge
- Ice Fang
- Fire Fang

Azumarill @ Choice Band
Ability: Huge Power
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Superpower

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 216 Def / 40 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Leech Seed
- Protect

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Stealth Rock


Hello Smogon, this is Brodean. Here is the team which I mainly used to qualify for OLT cycle 7, and I am posting it to showcase the substantial success the seldom used Mega Aerodactyl can have on the metagame. Feel free to try it out and make improvements!

When thinking about the idea of the team, I wanted a team where each pair of team members would perform the specific rolls of covering stall, covering offense, and providing a decent defensive core. Mew and SD lum Chomp are the main breakers, with Mew being able to shut down most stall mons and chomp able to set up sd's easily thanks to lum berry and rip through slower teams. Mega aero is in charge of closing out offensive teams, which it does phenomenally due to its great coverage and better speed against most viable offensive mons. Teams based around pinsir, which are rampant on the ladder, are almost completely shut down by mega aero. Fast banded azu is to pressure sand offense with strong priority, outspeed other azu, and just hit things extremely hard in general. Ferrothorn helps check gyra and azu, wears down landos, and just does ferro related activites. Air Balloon max speed Heatran was chosen to get up rocks against lead landos or chomps, outpeed scizor and mega heras, and be a switch in to opposing heatrans. If I had to summarize the team function quickly, you sweep offensive teams with aero or wear down bulkier teams with mew.


Threatlist

The number one threat to this team is well stacked hazards. As seen in the team, I do not have any form of hazard control, and the only poke not weak to spikes is weak to rocks. Well constructed offensive teams, such as the priority heavy cbb offense, shouldn't have too hard of a time wearing this team down. On the bright side though, I guess that means I don't have to waste turns getting rid of them!

Geo Pass is also a huge threat. This team has no way to beat it, and I do not think I have beaten a geo pass team with this team ever

Also, certain stall builds, such as ones that contain both gliscor and unaware users, are seemingly impossible for the team to break. For example http://replay.pokemonshowdown.com/ou-179913454

While there are other threats, mostly everything else can be played around with. If you have questions of how to get around certain mons, let me know and I'l try to answer.


Replays

Here are some replays of the team in action. I wish I had more, but since I don't make an effort to save replays these are the best I could come up with.

http://replay.pokemonshowdown.com/ou-163994524 (Against WCAR stall)
http://replay.pokemonshowdown.com/ou-162994416 (Standard HO)
http://replay.pokemonshowdown.com/ou-162869430 (Mdragon Balance)
http://replay.pokemonshowdown.com/ou-162646997 (Offense)
http://replay.pokemonshowdown.com/ou-159591854 (Balance)

So yeah, thanks for reading! Hopefully people can build off this to find ways to even better utilize mega aero.
 
yes it would help, but then pinsir is so much more of a threat, also, with spikes + rocks + sd chomp and talonflame stall has never really been that much of a problem.
You won't be able to keep up hazards with two hazard setters that lose to Taunt Skarmory and Rapid Spin Reflect Type Starmie. Also, i already mentioned why Mega Garchomp is not hard to wall outside of sand, and SD Talonflame is also very easy to wall for stall, so you almost instant lose against a well built stall team.
 
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For the sash crawdaunt and sash mamoswine team, maybe taking out zapdos for healing wish latias as a defogger could work, as it's more offensive, can defog, and also has healing wish support.
 
You won't be able to keep up hazards with two hazard setters that lose to Taunt Skarmory and Rapid Spin Reflect Type Starmie. Also, i already mentioned why Mega Garchomp is not hard to wall outside of sand, and SD Talonflame is also very easy to wall for stall, so you almost instant lose against a well built stall team.

How is sd talon easy to beat for stall, it ohkos skarm at +2, chansey after 2 rocks at +2 iirc and brave bird and flare blitz at +2 do a lot to alomomola and zapdos respectively. Its of course not an easy mach up, but can still be won. Also I forgot to add that I changed ice beam to crunch on scarf chomp, which is good because of reflect type starmie, they stay in predicting the pursuit and get destroyed by crunch. Also, I don't think iv'e ever heard of taunt + defog skarm, i know taunt + spikes can be a thing, but taunt + defog is a set i've never, ever seen.

I also wouldn't say mega chomp is easy to wall outside of sand

+2 252 Atk Mega Garchomp Earthquake vs. 252 HP / 0 Def Mew: 399-471 (98.7 - 116.5%) -- 93.8% chance to OHKO

+2 252 Atk Mega Garchomp Outrage vs. 244 HP / 28+ Def Gliscor: 351-414 (99.7 - 117.6%) -- guaranteed OHKO after Stealth Rock

252 Atk Mega Garchomp Outrage vs. 252 HP / 252+ Def Unaware Quagsire: 193-228 (48.9 - 57.8%) -- 56.3% chance to 2HKO after Leftovers recovery

Its easier to beat outside of sand, but due to stall's limited offensive pressure getting it up w/ ttar is never that much of a problem.

Also TheEnder put fire blast > stone edge on mega chomp, as even with - sp.attack nature it 2hkos skarm. Its also good for ferro. And crunch > Ice beam on ttar as well.
 
How is sd talon easy to beat for stall, it ohkos skarm at +2, chansey after 2 rocks at +2 iirc and brave bird and flare blitz at +2 do a lot to alomomola and zapdos respectively. Its of course not an easy mach up, but can still be won. Also I forgot to add that I changed ice beam to crunch on scarf chomp, which is good because of reflect type starmie, they stay in predicting the pursuit and get destroyed by crunch. Also, I don't think iv'e ever heard of taunt + defog skarm, i know taunt + spikes can be a thing, but taunt + defog is a set i've never, ever seen.

I also wouldn't say mega chomp is easy to wall outside of sand

+2 252 Atk Mega Garchomp Earthquake vs. 252 HP / 0 Def Mew: 399-471 (98.7 - 116.5%) -- 93.8% chance to OHKO

+2 252 Atk Mega Garchomp Outrage vs. 244 HP / 28+ Def Gliscor: 351-414 (99.7 - 117.6%) -- guaranteed OHKO after Stealth Rock

252 Atk Mega Garchomp Outrage vs. 252 HP / 252+ Def Unaware Quagsire: 193-228 (48.9 - 57.8%) -- 56.3% chance to 2HKO after Leftovers recovery

Its easier to beat outside of sand, but due to stall's limited offensive pressure getting it up w/ ttar is never that much of a problem.

Also TheEnder put fire blast > stone edge on mega chomp, as even with - sp.attack nature it 2hkos skarm. Its also good for ferro. And crunch > Ice beam on ttar as well.
did this, for all the others, your teams are being processed.
 
Oh I just realized this thread is specifically intended for new players to use, so I think I should clarify for my team (the mega gyarados trapper team) mons that you should be looking to trap (aka counters of m-gyarados)
So when looking at team preview if you see any of these mons, make it your top priority to trap them:
Ferrothorn, Skarmory, Chansey, Mega venu, slowbro, amoonguss, and try to weaken kyu-b as much as you can.
 
Hai, I'm going to post 3 of my teams here that have been very successful on ladder, and have beaten some top name players. All 3 of my teams have gotten me to at least #5 on the ladder, so I think they're fairly easy to use and will help any new player get a good grip on the metagame (:

Team #1 (Bulky offense)

Manaphy @ Leftovers
Ability: Hydration
EVs: 44 HP / 212 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Rain Dance
- Psychic

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 200 HP / 56 Atk / 244 Def / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

Bisharp @ Life Orb
Ability: Defiant
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit

Raikou @ Leftovers
Ability: Pressure
EVs: 32 HP / 252 SpA / 224 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Calm Mind
- Thunderbolt
- Extrasensory
- Hidden Power [Ice]

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

When I first built this team, I knew one pokemon that I immediately wanted to use: RD TG manaphy. After watching all the wcop matches, I noticed that all the stall teams being used were all tremendously weak to this thing. At the time this team was built, sand balance was also really really popular, and manaphy handily beats that playstyle too, so that was another reason why I wanted to use it. So then I began searching for teammates. Manaphy despises fast electrics, mainly thundurus, raikou, and mega manectric. It also has problems with some mons such as Ferrothorn and AV azumarill. So my next member was pretty obvious: offensive Mega Venusaur. Both manaphy and Mega Venusaur were bulky enough to tank some hits, and they had good offensive presence as well. Seeing as how the Latis were going to be a problem for both members, I knew I wanted a pursuit member. I decided against ttar, because for one, the sand would limit Mega Venusaur's effectiveness greatly. Second, Lando-t was EVERYWHERE at this point and I really hate losing momentum. I decided to add pursuit Bisharp for this reason, it punishes any intimidate user, can still pursuit the Latis, and its godly sucker punch has proven to be incredibly useful, leading to mindgames vs Mega Gardevoir and mega alakazam etc. It also was another way to beat Clefable if god forbid it got too many CM boosts. Now, I noticed that my team was particulary weak vs hard hitting special attackers. Landorus, Charizard Y, and even Keldeo could be very problematic if Venusaur was weakened which isnt unlikely at all. So I eventually gave in and added Latias. It was a solid option vs all of those aforementioned mons, and it also provided crucial defog support. I also added CM raikou to the team because it also checked all those mons, as well as providing me with another solid win condition. Pinsir + Mag teams at this time were very popular, and CM raikou beat these teams soundly, as well as destroying dual genie offense. Finally, Lando-t was added because it gave me a solid switch in to all the Mega Heras running about who love switching in on Venu, a Char X switch in which is important because those always love setting up on Raikou, a scarf Lando-t switch in to take all those stupid u-turns and eqs, and it was proven to be an exceptional stealth rock user.

Team #2 (sand balance)

Garchomp @ Garchompite
Ability: Sand Veil
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Outrage

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split

Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 236 HP / 252 Def / 20 SpD
Relaxed Nature
- Stealth Rock
- Slack Off
- Earthquake
- Whirlwind

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Iron Head
- Rock Slide

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

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Stone Edge
- Rock Polish

My main thinking when I built this team, was that under sand, Excadrill destroys offense, and Mega Garchomp destroys stall, so I wanted to put those two in a team together to have solid win cons vs all team archetypes. Mega Garchomp is also one of my favorite pokemon and was quite underused so I wanted to prove to everybody how effective it could be. So i started off with Excadrill + Mega Garchomp + (insert sand setter here). I really, really didnt want to use Ttar because a bunch of things can come in on it easily and immediately threaten me. It shared a common and deadly fighting weakness with Excadrill that i didnt want, nor did it have any reliable recovery so once it died and my sand turns died out, I would be put at a disadvantage. And so I added hippo. It's an exceptional SRer and can rack up entry hazard damage with roar and destroying momentum. So I had a hippo + mega garchomp + excadrill core. Obviously, this core was no where near perfect. I had an immense water + ice weakness, meaning some top tier mons such as Keldeo and Azumarill would destroy me. Rotom-w was added to alleviate the water + ice weakness and to help take on these threats. But Rotom-w couldn't take on everything. Kyurem-b, for example, could destroy it with Earth power or set a sub on it and proceed to destroy the rest of my team with its ice STAB. In a similar vein, greninja does large damage to Rotom-w using dark pulse or HP grass. Rotom-w just wasn't enough. Ferrothorn was added as well to take on Kyurem-b and rotom-w, as well as providing a back up check to azumarill if necessary. It also gave me a solid switch in to non hp fire latis who would gladly come in on garchomp or rotom-w and spam draco meteor. I gave ferro spikes for more entry hazard support to pressure the team for my mons to sweep. My final member would be the highly underrated Double Dance Lando-t. Everyone always expects it to be scarfed, or if they see lefties they assume you're the bulky SR set. This makes it incredibly easy to set up, and intimidate makes it only easier. As for using this team, its pretty easy to use. I gave excadrill swords dance instead of rapid spin because, lol, 4 of my mons resist SR and the other 2 are neutral and also immune to spikes. With a swords dance under sand, excadrill outspeeds and koes scarf lando-t with iron head, allowing mega garchomp to have an easier time wrecking havoc. Sd excadrill puts an immense strain on stall teams as well. The team is all about SD spam: have one of your offensive mons SD and weaken your checks, then have one of the other two set up again and break through your opponents team. Hippo + Ferro + rotom-w provide a solid defensive core.

team #3 (heavy offense)

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Thunder Wave
- Focus Blast
- Hidden Power [Ice]

Azumarill @ Choice Band
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 Def
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower

Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Icicle Spear
- Ice Shard

Alakazam @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Taunt
- Shadow Ball

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Taunt

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Hidden Power [Fire]
- Psyshock
- Defog

This team was created to illustrate the incredibly underrated but effective mega alakazam. Taunt + 3 attacks is by far my favorite set, and imo, the most effective, since it allows you to be a menace to both offensive and defensive teams. Mega Zam shines the most on very offensive teams, and so I wanted my team to be hard hitting from the start to pressure my opponent. cb azumarill hits like a truck, tearing holes into many balanced and defensive teams. HO teams simply don't have a switch in to it. It can be used as a lure, since you bop ferrothorn on the switch in with superpower, allowing Mega Zam to have an easier time. Thundurus is an all around solid poke, providing crucial twave support eliminating deadly sweepers, while being a check to bird spam and hits incredibly hard himself. Sd talonflame was added as another win con. Its great vs both offensive and defensive teams. Taunt allowed it to set up on things such as Gliscor + hippo without a rock move. Mamo was added as my primary lead because it matches well against the most common SR lead found on offense, garchomp. Mamo can check those annoying scarf lando-t as well. Finally, Latios was added as my defogger, since 2 of my mons are weak to rocks. hp fire was added on it to ensure that sd bisharp and sd scizor can not set up. As an added bonus, it bops ferrothorn.


So yeah, have fun using these teams. Also by reading my detailed explanations, hopefully you get a better sense of teambuilding as well (: happy laddering!
 
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Mew @ Leftovers
Ability: Synchronize
EVs: 252 HP / 104 SpD / 152 Spe
Careful Nature
- Knock Off
- Will-O-Wisp
- Taunt
- Roost

Garchomp @ Lum Berry
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Claw
- Earthquake
- Fire Fang
- Swords Dance

Aerodactyl @ Aerodactylite
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Aerial Ace
- Stone Edge
- Ice Fang
- Fire Fang

Azumarill @ Choice Band
Ability: Huge Power
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Superpower

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 216 Def / 40 SpD
Relaxed Nature
IVs: 0 Spe
- Gyro Ball
- Power Whip
- Leech Seed
- Protect

Heatran @ Air Balloon
Ability: Flash Fire
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Flash Cannon
- Earth Power
- Stealth Rock


Hello Smogon, this is Brodean. Here is the team which I mainly used to qualify for OLT cycle 7, and I am posting it to showcase the substantial success the seldom used Mega Aerodactyl can have on the metagame. Feel free to try it out and make improvements!

When thinking about the idea of the team, I wanted a team where each pair of team members would perform the specific rolls of covering stall, covering offense, and providing a decent defensive core. Mew and SD lum Chomp are the main breakers, with Mew being able to shut down most stall mons and chomp able to set up sd's easily thanks to lum berry and rip through slower teams. Mega aero is in charge of closing out offensive teams, which it does phenomenally due to its great coverage and better speed against most viable offensive mons. Teams based around pinsir, which are rampant on the ladder, are almost completely shut down by mega aero. Fast banded azu is to pressure sand offense with strong priority, outspeed other azu, and just hit things extremely hard in general. Ferrothorn helps check gyra and azu, wears down landos, and just does ferro related activites. Air Balloon max speed Heatran was chosen to get up rocks against lead landos or chomps, outpeed scizor and mega heras, and be a switch in to opposing heatrans. If I had to summarize the team function quickly, you sweep offensive teams with aero or wear down bulkier teams with mew.


Threatlist

The number one threat to this team is well stacked hazards. As seen in the team, I do not have any form of hazard control, and the only poke not weak to spikes is weak to rocks. Well constructed offensive teams, such as the priority heavy cbb offense, shouldn't have too hard of a time wearing this team down. On the bright side though, I guess that means I don't have to waste turns getting rid of them!

Geo Pass is also a huge threat. This team has no way to beat it, and I do not think I have beaten a geo pass team with this team ever

Also, certain stall builds, such as ones that contain both gliscor and unaware users, are seemingly impossible for the team to break. For example http://replay.pokemonshowdown.com/ou-179913454

While there are other threats, mostly everything else can be played around with. If you have questions of how to get around certain mons, let me know and I'l try to answer.


Replays

Here are some replays of the team in action. I wish I had more, but since I don't make an effort to save replays these are the best I could come up with.

http://replay.pokemonshowdown.com/ou-163994524 (Against WCAR stall)
http://replay.pokemonshowdown.com/ou-162994416 (Standard HO)
http://replay.pokemonshowdown.com/ou-162869430 (Mdragon Balance)
http://replay.pokemonshowdown.com/ou-162646997 (Offense)
http://replay.pokemonshowdown.com/ou-159591854 (Balance)

So yeah, thanks for reading! Hopefully people can build off this to find ways to even better utilize mega aero.
Posting a thread I threw together at midnight a couple days ago. Apparently it's well thought out, so I might as well put it here. The original team was for the ORAS ladder, so Greninja has Gunk Shot, so I don't know if I can put that, but for now, I wont. Just call it, uhh, "Double Intimidate Volt-Turn", It's too late at night for me to think of anything better.
Here's the RMT.
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Until May (Manectric) (F) @ Manectite
Ability: Lightning Rod
Shiny: Yes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Thunderbolt
- Volt Switch
- Overheat
- Hidden Power [Ice]

Lifted (Landorus-Therian) @ Choice Scarf
Ability: Intimidate
Shiny: Yes
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- U-turn
- Stone Edge
- Earthquake
- Knock Off

Sempiternal (Greninja) (M) @ Life Orb
Ability: Protean
Shiny: Yes
EVs: 252 SpA / 252 Spe / 4 HP
Timid Nature
- Hidden Power [Fire]
- Hydro Pump
- Dark Pulse
- Ice Beam

Besitos (Heatran) (F) @ Leftovers
Ability: Flash Fire
Shiny: Yes
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Earth Power
- Stealth Rock
- Flamethrower
- Flash Cannon

Lullabies (Latios) @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Hidden Power [Fire]

Sellout (Breloom) (M) @ Focus Sash
Ability: Technician
Shiny: Yes
EVs: 252 Spe / 252 Atk / 4 SpD
Adamant Nature
- Mach Punch
- Spore
- Bullet Seed
- Rock Tomb

This team is part of the classic Volt-Turn combo with Landorus and Manectric. Double Intimidate is fantastic with threats like Charizard X flying around the upper ladder these days. Landorus and Manectric also cover their weaknesses fantastically well. Manectric runs Overheat for the guaranteed kill on Ferrothorn and Mega Heracross after Stealth Rocks. Scarf Landorus is Scarf Landorus. Jolly allows you to outspeed Charizard X after a boost. Greninja is the glue that holds this team together. It deals with threats that the rest of the team would struggle with. HP Fire deals well with Ferrothorn that would otherwise wall it. Extrasensory can be used over Dark Pulse if Venusaur gives you problems. Heatran is the obvious Stealth Rock setter, and deals with Talonflame fantastically, as long as it doesn't have Natural Gift. Healing Wish Latias could be used over Latios, since recovery is always great if you're going to constantly be switching into Stealth Rocks or something. Breloom helps deal with Tyranitar and sweepers that lack priority.

No replays as of yet. I haven't laddered with this team in a while, since my dad just got home from the hospital and I haven't been home a lot, but I'll make sure to get some at some point.

TheEnder idk why you haven't posted your own team yet so i'm gonna do it
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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]
per TheEnder - "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 Landorus. In additon to this, it does a great job of cleaning against defensive teams after Gardevoir has done its job."

per me: this team is bitchin
Added.
Hai, I'm going to post 3 of my teams here that have been very successful on ladder, and have beaten some top name players. All 3 of my teams have gotten me to at least #5 on the ladder, so I think they're fairly easy to use and will help any new player get a good grip on the metagame (:

Team #1 (Bulky offense)

Manaphy @ Leftovers
Ability: Hydration
EVs: 44 HP / 212 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Tail Glow
- Scald
- Rain Dance
- Psychic

Venusaur @ Venusaurite
Ability: Chlorophyll
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Giga Drain
- Sludge Bomb
- Synthesis
- Hidden Power [Fire]

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 200 HP / 56 Atk / 244 Def / 8 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Stone Edge
- U-turn

Bisharp @ Life Orb
Ability: Defiant
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Pursuit

Raikou @ Leftovers
Ability: Pressure
EVs: 32 HP / 252 SpA / 224 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Calm Mind
- Thunderbolt
- Extrasensory
- Hidden Power [Ice]

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

When I first built this team, I knew one pokemon that I immediately wanted to use: RD TG manaphy. After watching all the wcop matches, I noticed that all the stall teams being used were all tremendously weak to this thing. At the time this team was built, sand balance was also really really popular, and manaphy handily beats that playstyle too, so that was another reason why I wanted to use it. So then I began searching for teammates. Manaphy despises fast electrics, mainly thundurus, raikou, and mega manectric. It also has problems with some mons such as Ferrothorn and AV azumarill. So my next member was pretty obvious: offensive Mega Venusaur. Both manaphy and Mega Venusaur were bulky enough to tank some hits, and they had good offensive presence as well. Seeing as how the Latis were going to be a problem for both members, I knew I wanted a pursuit member. I decided against ttar, because for one, the sand would limit Mega Venusaur's effectiveness greatly. Second, Lando-t was EVERYWHERE at this point and I really hate losing momentum. I decided to add pursuit Bisharp for this reason, it punishes any intimidate user, can still pursuit the Latis, and its godly sucker punch has proven to be incredibly useful, leading to mindgames vs Mega Gardevoir and mega alakazam etc. It also was another way to beat Clefable if god forbid it got too many CM boosts. Now, I noticed that my team was particulary weak vs hard hitting special attackers. Landorus, Charizard Y, and even Keldeo could be very problematic if Venusaur was weakened which isnt unlikely at all. So I eventually gave in and added Latias. It was a solid option vs all of those aforementioned mons, and it also provided crucial defog support. I also added CM raikou to the team because it also checked all those mons, as well as providing me with another solid win condition. Pinsir + Mag teams at this time were very popular, and CM raikou beat these teams soundly, as well as destroying dual genie offense. Finally, Lando-t was added because it gave me a solid switch in to all the Mega Heras running about who love switching in on Venu, a Char X switch in which is important because those always love setting up on Raikou, a scarf Lando-t switch in to take all those stupid u-turns and eqs, and it was proven to be an exceptional stealth rock user.

Team #2 (sand balance)

Garchomp @ Garchompite
Ability: Sand Veil
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Earthquake
- Stone Edge
- Outrage

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Will-O-Wisp
- Volt Switch
- Hydro Pump
- Pain Split

Hippowdon @ Smooth Rock
Ability: Sand Stream
EVs: 236 HP / 252 Def / 20 SpD
Relaxed Nature
- Stealth Rock
- Slack Off
- Earthquake
- Whirlwind

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Iron Head
- Rock Slide

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

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Earthquake
- Stone Edge
- Rock Polish

My main thinking when I built this team, was that under sand, Excadrill destroys offense, and Mega Garchomp destroys stall, so I wanted to put those two in a team together to have solid win cons vs all team archetypes. Mega Garchomp is also one of my favorite pokemon and was quite underused so I wanted to prove to everybody how effective it could be. So i started off with Excadrill + Mega Garchomp + (insert sand setter here). I really, really didnt want to use Ttar because a bunch of things can come in on it easily and immediately threaten me. It shared a common and deadly fighting weakness with Excadrill that i didnt want, nor did it have any reliable recovery so once it died and my sand turns died out, I would be put at a disadvantage. And so I added hippo. It's an exceptional SRer and can rack up entry hazard damage with roar and destroying momentum. So I had a hippo + mega garchomp + excadrill core. Obviously, this core was no where near perfect. I had an immense water + ice weakness, meaning some top tier mons such as Keldeo and Azumarill would destroy me. Rotom-w was added to alleviate the water + ice weakness and to help take on these threats. But Rotom-w couldn't take on everything. Kyurem-b, for example, could destroy it with Earth power or set a sub on it and proceed to destroy the rest of my team with its ice STAB. In a similar vein, greninja does large damage to Rotom-w using dark pulse or HP grass. Rotom-w just wasn't enough. Ferrothorn was added as well to take on Kyurem-b and rotom-w, as well as providing a back up check to azumarill if necessary. It also gave me a solid switch in to non hp fire latis who would gladly come in on garchomp or rotom-w and spam draco meteor. I gave ferro spikes for more entry hazard support to pressure the team for my mons to sweep. My final member would be the highly underrated Double Dance Lando-t. Everyone always expects it to be scarfed, or if they see lefties they assume you're the bulky SR set. This makes it incredibly easy to set up, and intimidate makes it only easier. As for using this team, its pretty easy to use. I gave excadrill swords dance instead of rapid spin because, lol, 4 of my mons resist SR and the other 2 are neutral and also immune to spikes. With a swords dance under sand, excadrill outspeeds and koes scarf lando-t with iron head, allowing mega garchomp to have an easier time wrecking havoc. Sd excadrill puts an immense strain on stall teams as well. The team is all about SD spam: have one of your offensive mons SD and weaken your checks, then have one of the other two set up again and break through your opponents team. Hippo + Ferro + rotom-w provide a solid defensive core.

team #3 (heavy offense)

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Thunder Wave
- Focus Blast
- Hidden Power [Ice]

Azumarill @ Choice Band
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 Def
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Superpower

Mamoswine @ Focus Sash
Ability: Oblivious
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Earthquake
- Icicle Spear
- Ice Shard

Alakazam @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Psychic
- Focus Blast
- Taunt
- Shadow Ball

Talonflame @ Sharp Beak
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Flare Blitz
- Taunt

Latios (M) @ Life Orb
Ability: Levitate
EVs: 4 Atk / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Hidden Power [Fire]
- Psyshock
- Defog

This team was created to illustrate the incredibly underrated but effective mega alakazam. Taunt + 3 attacks is by far my favorite set, and imo, the most effective, since it allows you to be a menace to both offensive and defensive teams. Mega Zam shines the most on very offensive teams, and so I wanted my team to be hard hitting from the start to pressure my opponent. cb azumarill hits like a truck, tearing holes into many balanced and defensive teams. HO teams simply don't have a switch in to it. It can be used as a lure, since you bop ferrothorn on the switch in with superpower, allowing Mega Zam to have an easier time. Thundurus is an all around solid poke, providing crucial twave support eliminating deadly sweepers, while being a check to bird spam and hits incredibly hard himself. Sd talonflame was added as another win con. Its great vs both offensive and defensive teams. Taunt allowed it to set up on things such as Gliscor + hippo without a rock move. Mamo was added as my primary lead because it matches well against the most common SR lead found on offense, garchomp. Mamo can check those annoying scarf lando-t as well. Finally, Latios was added as my defogger, since 2 of my mons are weak to rocks. hp fire was added on it to ensure that sd bisharp and sd scizor can not set up. As an added bonus, it bops ferrothorn.


So yeah, have fun using these teams. Also by reading my detailed explanations, hopefully you get a better sense of teambuilding as well (: happy laddering!
Added #1 and #3.
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Ok I'm going to post a team here that I made quite a while ago, back when Mega Gyara was actually pretty good. I made it around the core of gothitelle + magnezone + mega gyarados because magnezone's ability to take out skarmory and ferrothorn was appreciated, while gothitelle took care of slowbro and other stuff that could check/counter mega gyarados. Anyways this team peaked around 1700 which is pretty nice.


Terrakion @ Lum Berry
Ability: Justified
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Swords Dance
- Rock Polish

Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Waterfall
- Earthquake
- Ice Fang

Gothitelle @ Choice Specs
Ability: Shadow Tag
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Thunderbolt
- Psychic
- Hidden Power [Fire]
- Trick

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 248 HP / 168 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Rock Slide

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Volt Switch
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]

Excadrill @ Air Balloon
Ability: Mold Breaker
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Rapid Spin
- Earthquake
- Iron Head
- Rock Slide

So as I mentioned before, this team was built around mega gyarados sweeping, with goth and magnezone removing it's counters. Usually I will take a look at my opponents team, see who can check/counter mega gyara, use all my mons to take it out, and then proceed to sweep with m-gyarados. Lando-t is my team's rocks setter. Double dancer terrakion can be really strong against HO and stall, setting up rock polish against HO to outspeed common scarfers, and setting up swords dance on stall. It's rare to get both up, but when it does, you might as well say gg because there's not gonna be alot stopping this monster. Excadrill is my team's spinner, it basically spins away the rocks that gyarados hates. I used choice scarf magnezone over choice scarf magneton, but sometimes outspeeding greninja can be important so you can customize that. Magnezone can also give gyarados the opportunity to switch in safely. I usually lead with him because leading with scarfers that have u-turn/volt switch is cool. Gothitelle and gyarados form the center piece of the team. Goth traps stuff like mega venu, amoonguss, slowbro, skarmory, ferrothorn and pretty much everything else. It also is my main way of screwing up clefable by tricking it a specs. You can obviously customize your coverage moves, but I think my set hits everything decently hard. It also serves as my second answer to ferro/skarm if magnezone dies. My gyarados set is pretty standard, but stone edge can be ran over ice fang to hit kyu-b, which walls both goth and gyarados behind a sub. Ice fang is probably preferred because then gothitelle isn't overloaded. This team has a good time against stall, and a harder time against HO, especially greninja. Now with the rise of stallbreaker mew and annoying stuff like that, this team isn't that good anymore because everyone has adapted to mega gyarados, but of course it's still usable, just not that good.
This team was rejected. Our reasoning behind rejecting it is that it has a very hard time taking on a lot of common top-tier threats, such as Keldeo, Greninja, Lati@s, and Gengar. While the offensive synergy is nice, dual trappers can easily be taken advantage of, as they creat a lot of set-up opportunities after taking out Ammongus / Ferrothorn / Skarmory, and switching patters become pretty obvious, as the team desperately needs to trap those Pokemon. Your team also has a hard time taking on bulky Pokemon like Alomomola and Mew, as they pretty much wall 2/3 of your team, and are capable of crippling the others.
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Importable:
Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Sticky Web
- Thunder
- Bug Buzz
- Thunder Wave

Medicham @ Medichamite
Ability: Pure Power
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- High Jump Kick
- Fake Out
- Ice Punch
- Psycho Cut

Kyurem-Black @ Leftovers
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Rash Nature
- Ice Beam
- Fusion Bolt
- Earth Power
- Substitute

Gothitelle @ Leftovers
Ability: Shadow Tag
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
- Psychic
- Calm Mind
- Rest
- Hidden Power [Fighting]

Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Knock Off
- Sucker Punch
- Swords Dance
- Iron Head

Landorus-Therian (M) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Rock Slide

So I'm submitting a kind of old team from post Mawile meta, when the wallbreaker megas started running around, that I peaked around 1700+ in top 500 with. Also posted the RMT of this team a while ago, its in my siggy and here there are even more detailed explanations for members there. I guess you could call it Web Offense or something like that...

The way to play with this team is pretty simple. Galvantula leads most of the time, gets up web, and dies. Now send in the appropriate heavy hitters and apply a ton of offensive pressure. mega Cham and Bisharp have really good synergy and can take out a lot between themselves, with Medicham single-handdedly wrecking VenuTran and Bisharp checking Lati twins(Pursuit with Blackglasses is a good slash over Iron head). Whatever my team has problems with is usually taken care of by Goth, and it sets up on all sorts of stuff like Lati@s after a Draco, while also dismantling a ton of stall cores which trouble my team. Kyu-B is really good with Sub, destroying much of the tier and also making up for some of his below-average speed, he functions as another powerful wallbreaker. Finally Lando-T is a nice Zard X and Birdspam check, while also being a bulky pivot and SR setter. The best thing is when you can intimidate something and then go into Goth... Now you may notice I have no hazards removal. This was before Spiker Greninja became big, and also a lot of Defog-less and no spinner teams were showing up around this time. I aimed to simply make sure my opponents didn't have time to defog or spin, and punish Defog anyway with Bisharp or just KO the defoggers.

I think that this team was a decent team from the time when stall was becoming less big, while this could also be one of the better few web teams. Also IMO isn't really that hard to play with, it kind of plays itself and I remember pretty much autowinning against a ton of good teams from that era. I don't have any replays besides the haxy one I posted in the thread...been a while since I have laddered seriously.
http://replay.pokemonshowdown.com/ou-166278104
Ladder proof is in my RMT
This team was also rejected. As a Sticky Web team, it kind of lacks the offensive presence to make webs worth it, with Landorus-T and partly Gothitelle killing momentum. Opposing Bisharp pretty much tears through the team, as it gets a free boost from Sticky Web. In addition to Bisharp, Keldeo, Lati@s, LO Thundurus and Landorus all trouble this team greatly. Once Medicham goes down, it also really struggles to break bulkier teams, if they have a answer to Bisharp.
 
Are we allowed to submit another team? Because I have an interesting OR/AS team that I made, or do we only get 1 shot?
btw the team is in my siggy
 
Are we allowed to submit another team? Because I have an interesting OR/AS team that I made, or do we only get 1 shot?
btw the team is in my siggy
feel free to suggest more teams, we are probably going to have an ORAS section, so go ahead
 
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I don't really feel like posting any of my other teams right now because they're either not good enough imo or I'll still use them in ORAS, but I felt like posting this cool hyper offense team I made around the threat, Jolly DD Zard X.
Greninja @ Life Orb
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power Fire
- Grass Knot

Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Icicle Spear
- Ice Shard
- Earthquake

Charizard @ Charizardite X
Ability: Blaze
EVs: 104 HP / 220 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost

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

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

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head
My goal with building this team was to make hyper offense around Jolly DD Mega Charizard X as a win condition. Jolly DD intrigued me because it outspeeds Scarf Lando-T and KOes after rocks with +0 Flare Blitz. Many offensive teams are built in such a manner that Scarf Lando-T is their only check, making the Jolly DD set a potent sweeper against those teams. My first thought when considering Zard X was Greninja, simply because Greninja with Grass Knot can weaken the likes of Keldeo, the two have good offensive synergy. Greninja also has HP Fire, which is a bit shielded by the partnership of Zard X, too, so I can often catch Ferrothorns for Mamoswine. Plus, Greninja is pretty much the best offensive mon in the tier. So I went with that and decided to add some sort of SR lead. I went with Mamoswine because it offers the best matchup against opposing SR leads while not being Defogged against for free by the Latis, like Terrakion, and having that great priority Ice Shard that's really critical in picking off threats, unlike Azelf. At this point, I realized that my team was pretty weak to a few mons, Scarf Keldeo being a big one, and I needed a hazards remover for Zard X and Mamoswine's sash if I don't choose to lead with it. So I added Latias, which covers Keldeo and also provides Healing Wish support to heal up something like a weakened Greninja and generally allow me to play more aggressively. Landorus-T is the typical Choice Scarf user to revenge kill threats like Mega Gyarados and Adamant Mega Charizard X while crucially outspeeding threats like Latios and Greninja. It's also my primary check to bird spam, as it can revenge kill Mega Pinsir and Talonflame pretty well, even switching into SD Talonflame once if I really need it to. Bisharp fills the last slot as anti-Defog and to improve my team's matchup against stall, as it really puts in a lot of work combined with my other mons. Other than Quagsire which is kinda screwing with this team, but is altogether very rare, I feel this team has a good matchup against most styles, including common offense and balance in late XY. If you feel Quagsire is that much of a problem I guess you can throw Taunt on Bisharp, which could also be nice for preventing Ferro SR and stuff, but I just prefer the sweeping potential of Jolly SD Bisharp and somewhat surprise factor of that.
 
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I don't really feel like posting any of my other teams right now because they're either not good enough imo or I'll still use them in ORAS, but I felt like posting this cool hyper offense team I made around the threat, Jolly DD Zard X.
Greninja @ Life Orb
Ability: Protean
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Ice Beam
- Hidden Power Fire
- Grass Knot

Mamoswine @ Focus Sash
Ability: Thick Fat
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stealth Rock
- Icicle Spear
- Ice Shard
- Earthquake

Charizard @ Charizardite X
Ability: Blaze
EVs: 104 HP / 220 Atk / 184 Spe
Jolly Nature
- Dragon Dance
- Dragon Claw
- Flare Blitz
- Roost

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

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

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Sucker Punch
- Iron Head
My goal with building this team was to make hyper offense around Jolly DD Mega Charizard X as a win condition. Jolly DD intrigued me because it outspeeds Scarf Lando-T and KOes after rocks with +0 Flare Blitz. Many offensive teams are built in such a manner that Scarf Lando-T is their only check, making the Jolly DD set a potent sweeper against those teams. My first thought when considering Zard X was Greninja, simply because Greninja with Grass Knot can weaken the likes of Keldeo, the two have good offensive synergy. Greninja also has HP Fire, which is a bit shielded by the partnership of Zard X, too, so I can often catch Ferrothorns for Mamoswine. Plus, Greninja is pretty much the best offensive mon in the tier. So I went with that and decided to add some sort of SR lead. I went with Mamoswine because it offers the best matchup against opposing SR leads while not being Defogged against for free by the Latis, like Terrakion, and having that great priority Ice Shard that's really critical in picking off threats, unlike Azelf. At this point, I realized that my team was pretty weak to a few mons, Scarf Keldeo being a big one, and I needed a hazards remover for Zard X and Mamoswine's sash if I don't choose to lead with it. So I added Latias, which covers Keldeo and also provides Healing Wish support to heal up something like a weakened Greninja and generally allow me to play more aggressively. Landorus-T is the typical Choice Scarf user to revenge kill threats like Mega Gyarados and Adamant Mega Charizard X while crucially outspeeding threats like Latios and Greninja. It's also my primary check to bird spam, as it can revenge kill Mega Pinsir and Talonflame pretty well, even switching into SD Talonflame once if I really need it to. Bisharp fills the last slot as anti-Defog and to improve my team's matchup against stall, as it really puts in a lot of work combined with my other mons. Other than Quagsire which is kinda screwing with this team, but is altogether very rare, I feel this team has a good matchup against most styles, including common offense and balance in late XY. If you feel Quagsire is that much of a problem I guess you can throw Taunt on Bisharp, which could also be nice for preventing Ferro SR and stuff, but I just prefer the sweeping potential of Jolly SD Bisharp and somewhat surprise factor of that.
Added, thanks for using proper capitalizing n__n
 
oras squadron comin thru:

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Frenship (Azumarill) @ Assault Vest
Ability: Huge Power
EVs: 240 HP / 252 Atk / 16 SpD
Adamant Nature
- Aqua Jet
- Play Rough
- Superpower
- Waterfall

The Jesus (Sceptile-Mega) @ Sceptilite
Ability: Lightning Rod
EVs: 72 HP / 252 SpA / 184 Spe
Timid Nature
- Substitute
- Giga Drain
- Dragon Pulse
- Focus Blast

Flight 93 (Latios) (M) @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Draco Meteor
- Hidden Power [Fire]
- Earthquake
- Defog

Riggan (Talonflame) @ Sharp Beak
Ability: Gale Wings
EVs: 96 HP / 240 Atk / 172 Spe
Jolly Nature
- Swords Dance
- Brave Bird
- Taunt
- Roost

Ride the Lightning (Thundurus) (M) @ Life Orb
Ability: Prankster
EVs: 76 Atk / 180 SpA / 252 Spe
Hasty Nature
- Thunder Wave
- Knock Off
- Superpower
- Thunderbolt

Gluteus (Hippowdon) @ Leftovers
Ability: Sand Stream
EVs: 240 HP / 192 Def / 76 SpD
Impish Nature
- Stealth Rock
- Earthquake
- Whirlwind
- Slack Off
This here is a revamp of my Mega Sceptile squadron from last round's teambuilding competition, and while it won, a common complaint from others was that it got walled by VenuTran, whereas my personal biggest issue was that DD Mega Altaria straight-up 6-0'd the whole squad. So with those things in mind, I set about making a few minor changes and voila. Beautiful. Anyway, the team obviously centers around Mega Sceptile, a mon I'd been hyped about for months, and lemme tell you it does not disappoint (with the right support, that is). Assault Vest Azumarill and SD Talonflame form a sexy-sexy offensive core, covering each other's weaknesses extraordinarily well offensively. Superpower > Knock Off on Azu to bop filthy Ferrothorns asking for a free switch in. Talonflame initially had Flare Blitz, but at +2 BBurd 2HKOs Ferrothorn, and the rest of the team has been tailored to handle Mega Metagross, so I stuck with Taunt to fuck up Chansey and Unaware Clefables and the like. Latios was added next as the much-needed remover of hazards, with Recover tossed in lieu of Earthquake to toss VenuTran. Hippowdon was added next as the much-appreciated setter of hazards, birdspam check, remover of rain, phazer, and general fatass-type mon to sponge hits the relatively frail other mons can't always afford to take. Lastly, I had Bisharp for standard Knock Off/Pursuit Trappin'/Fairy Killin' and all that jazz, but Shart was replaced with Mixed Thundy to stop setup mons cold as well as do the whole Knock Off thing too, plus, SkarmChans is much more easily handled, which is nice. Probably my best ORAS team as of now, and one I consider to be very user-friendly, so it'd be a fine option for newer players wanting to jump right in.
 
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