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Other OU Teambuilding Competition Round 5 [Entries OPEN See Post #294]

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I added a replay part to my post, then you can see some battle that i was proud to win and how the team works.

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Deoxys-Speed @ Focus Sash
Ability: Pressure
EVs: 12 Atk / 252 SAtk / 244 Spd
Naive Nature
- Ice Beam
- Psycho Boost
- Superpower
- Stealth Rock

Thundurus (M) @ Life Orb
Ability: Prankster
EVs: 76 Atk / 180 SAtk / 252 Spd
Naive Nature
- Thunderbolt
- Knock Off
- Superpower
- Hidden Power [Ice]

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spd
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Rest

Garchomp (F) @ Choice Scarf
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 SAtk
Naive Nature
- Earthquake
- Outrage
- Dragon Claw
- Fire Blast

Azumarill (F) @ Choice Band
Ability: Huge Power
EVs: 164 HP / 252 Atk / 92 Spd
Adamant Nature
- Aqua Jet
- Play Rough
- Superpower
- Waterfall

Mawile (F) @ Mawilite
Ability: Intimidate
EVs: 36 HP / 252 Atk / 220 Spd
Adamant Nature
- Play Rough
- Sucker Punch
- Fire Fang
- Iron Head

Deoxys-S: This is obviously the clear-cut lead for my team, with an offensive twist, as most people expect Spikes as well, are surprised when they get smacked by a super-effective hit. Deoxys-S provides immediate offensive pressure & applies it to the opponent, usually attacking after the Stealth Rock is set, after that, I can grab the momentum & ride it straight to victory.

Thundurus: The set that I'm running is the absolute best Chansey & Blissey lure in the entire game, imo. Now, while most people expect a specially oriented Thundurus set, they naturally switch in their Chansey or Blissey in order to eat a Focus Blast (Which only 3HKOs both), they are surprised when I smack them with a Knock Off, which takes away their precious Leftovers / Eviolite, then get smacked with a huge Superpower to KO them. Overall, this set is a fantastic lure for most metagame threats.

Rotom-W: It's no argument that Rotom-W is the best check for so many threats in the meta, which aptly explains why he is used so much. For my team, Rotom-W is my check for so many threats to my team, such as Talonflame, Mamoswine (Bar Freeze-Dry), & it's a good check to Mega Pinsir as well. He acts as one of my pivots, while also providing momentum with Volt Switch.

Garchomp: Choice Scarf Garchomp has fallen from grace in Gen VI, as it can no longer spam Outrage due to the newly added Fairy Typing in the game. However, this doesn't mean that he still can't check the top threats in the meta. Important things that he revenge kill include Mega-Charizard X, Dragonite, & opposing Garchomp, in addition to many, many others.

Azumarill: Choice Banded Azumarill is solid for punching holes in the opponents team, providing much needed priority for revenge killing such Pokémon like Volcarona, Landorus-I, & the lot. This is also my main switch in for Dragon types, thanks to a saving grace in that added Fairy typing, so I can KO them with Play Rough, dare they stay in for some crazy reason, otherwise, their switch in will get hit hard, no matter what, unless it's a really bulky resist.

Mega-Mawile: Finally, we come to the centerpiece of my team, the first Pokémon added to my team, All-Out Attacking Mega-Mawile. This little thing has the equivalent of Base 259 Attack, which is absolutely ridiculous. Her typing is another saving grace, giving her some absolutely fantastic resistances. Her coverage is the main selling point here, as I run Iron Head in order to KO Mega Venusaur, which is usually a huge pain for her to face.

About Dr Ciel team, the rotom change is appropriate even if it decrease a bit the general pressure of team. For Thundurus, i do not understand why you need to lure chansey/blissey as all your teamates ( bar deoxys for chansey i guess) are able to hit hard them and use them for set up.
 
Well, I made a stall team :) Worship me, peasants!


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Zapdos @ Leftovers
Ability: Pressure
EVs: 68 SAtk / 252 HP / 188 Def
Bold Nature
IVs: 0 Atk
- Defog
- Roost
- Heat Wave
- Thunderbolt

Mawile @ Mawilite
Ability: Intimidate
EVs: 252 Def / 248 HP / 8 Atk
Impish Nature
- Pain Split
- Knock Off
- Substitute
- Play Rough

Garchomp @ Leftovers
Ability: Rough Skin
EVs: 4 Atk / 252 HP / 252 SDef
Careful Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Substitute

Chesnaught @ Leftovers
Ability: Bulletproof
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Leech Seed
- Hammer Arm
- Earthquake
- Spiky Shield

Slowbro @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 220 Def / 40 SDef
Bold Nature
IVs: 0 Atk
- Ice Beam
- Scald
- Fire Blast
- Foul Play

Sylveon @ Leftovers
Ability: Pixilate
EVs: 252 HP / 4 SAtk / 252 Def
Bold Nature
IVs: 0 Atk
- Hyper Voice
- Protect
- Heal Bell
- Wish

So, this team was kind of difficult to start. Mawile and Garchomp don't have a whole lot of stall moves, but I figured something out with a bit of thought: Specially defensive Garchomp is as good at countering Mega ZardY as Gyarados. In fact, due to stone edge, it may be better. Mawile could shoulder off Bisharp pretty well, but was better at being a wall breaker of sorts. Substitute against Defog users allowed me to benefit off of their roosts. Mawile can take on Skarmory, Mandibuzz, Latios without any of them really doing much back. So sub is nice to pain split off their roosts. Play rough was a good stab off Huge power if I ever felt like Mega Evolving and Knock off was good utility to take away some recovery.

Chomp takes stealth rocks as he has more resistances and consistent leftover recovery. The best coverage I could get was Edgequake and Substitute was interesting to increase some bulk as both of these two weren't exactly by themselves. It helped take on slow sub seeders and was advantageous to scaring out dragons again, even though I could only go edgequake (Doesn't matter... All dragons in OU except chomp/lati take SE from one of the attacks).

Slowbro was my next choice. I was worried about landorus-therian and wanted an Ice attack. This was also my catch all Physical wall, just to remove all the ground types. Provided my best chance vs Charizard-X unless chomp got behind a sub first. Nice to have that incredible coverage to hit steels that had a secondary type to take care of EQ. DDance Roost Zard used to beat this set, but I added Foul play for a wicked surprise if that damned mega things to work against Slowbro.

Zapdos was my best answer to Pinsir-mega. Mawile kind of stopped it if it didn't get SD up first, and could check it if Pinsir had rock damage. Not good enough. I'm also tired of using Skarmory every time. Defog wasn't needed, but it's nice to be able to remove spikes if they get placed. That's mostly insurance. The EV spread allowed me to always KO pinsir-mega, should allow Bisharp to die as well. Since defog isn't always necessary, I can threaten it and get that free heatwave on a switch, too.

Slowbro didn't resist Edgequake and I wanted to make sure I absolutely hammered edgequake into the ground with Mawile around. Chesnaught paired incredibly well with Slowbro and was an easy choice. His deal is Aegislash, Rotom-W, Terrakion and Keldeo, overlapping Keldeo and Landorus-T with Slowbro.

Sylveon pairs well with Garchomp and Slowbro, covering Chomps weaknesses and allowing Slowbro to cover hers. The standard Cleric set, I was really worried about burns when I started this team. Sylveon also takes care of dragons with EQ, something mawile wouldn't enjoy as much. It doesn't take Latios as well, so Mawile can cover that. Standard set, used to take nukes behind subs.

Overall, this team was surprisingly successful. Whether people just don't expect a stall set seeing these guys come or if it is just working really well, I'm not having too much difficulty. It takes a long time to win, but if you can keep Sylveon passing wishes, this team does well to maintain pressure and stops the opponent from being able to set up. But the lynchpin of this whole team is definitely Sylveon and Slowbro's synergy. The cleric and the coverage make sure nothing slips through to allow the rest of the team to wall off with ease. Chomp works really well, and mawile, when it gets that free turn, is pretty disruptive. It isn't the presence that Chomp is, but that might be because I don't mega evolve it much. Intimidate gives it a ton of bulk and lures the opponent into questioning if it is a mega. Pop them really good when they get lax.

 
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Just want to point out that one ice attack should be mandatory on this team :/
 
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Just want to point out that one ice attack should be mandatory on this team :/
For Gliscor, I presume? It's definitely necessary, as well as Fighting, Rock, Water, and or Grass for Mamoswine.
 
Gliscor and Landorus forms, yes. Ferrothorn also is an issue. Just some observations when running that stall team, and the main reason I went to Slowbro over P2 was because of the ability to get a fire attack for skarmory/Ferrothorn.
 
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Thanks!

And here's my team:
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Mawile @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Spd
Adamant Nature
- Play Rough
- Sucker Punch
- Focus Punch
- Swords Dance

Garchomp @ Life Orb
Ability: Rough Skin
EVs: 4 HP / 252 Atk / 252 Spd
Jolly Nature
- Outrage
- Earthquake
- Fire Blast
- Stealth Rock

Rotom-Wash @ Chesto Berry
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spd
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Rest

Conkeldurr @ Assault Vest
Ability: Guts
EVs: 252 Atk / 44 Def / 212 SDef
Adamant Nature
- Drain Punch
- Ice Punch
- Knock Off
- Mach Punch

Clefable @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SAtk
Bold Nature
IVs: 0 Atk
- Moonblast
- Calm Mind
- Heal Bell
- Wish

Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spd
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Tailwind

The first thing I noticed about this particular pairing was the sheer amount of offensive prowess between M-Mawile and Garchomp. I have used these two on the same team, and I generally had favorable results. However, they do have their flaws. M-Mawile is slow, prone to being statused, and can be pretty predictable, as far as needing Sucker Punch for priority. Garchomp, on the other hand, is a good deal better off- it has speed, power, versatility, and a certain degree of unpredictability that can make and does make it dangerous. The only thing it really fears are strong Ice-types (looking at you, Mamoswine) and burns. So, with those things in mind, here's what I have to say about the team:

M-Mawile: fairly standard EVs and nature, but the moveset is a little unorthodox. It's intended to be used with a good deal of prediction, but whatever risk that may incur has a very good chance to be outweighed by the benefits. Heatran gets murdered by this set, and certain steel types certainly don't appreciate taking a Focus Punch to the face on the switch-in. If a bulky ground is incoming (my first thought was Lando-T, but this works with Gliscor or Hippowdon), Swords Dance can serve to allow Mawile to power through if damage rolls are sufficiently high. For example....
+1 252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 252+ Def Landorus-T: 322-379 (84.2 - 99.2%) -- guaranteed 2HKO
+2 252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 252+ Def Gliscor: 342-403 (96.6 - 113.8%) -- 81.3% chance to OHKO
+2 252+ Atk Huge Power Mega Mawile Play Rough vs. 252 HP / 252+ Def Hippowdon: 357-420 (85 - 100%) -- 6.3% chance to OHKO
Those EVs aren't even standard fare for the first two, and Hippowdon may be specially defensive. That's pretty cool.

Garchomp: my first idea was to use this monster as a Scarfer, but I realized I'd have no Stealth Rock setters on the team. So...you get the idea. Outrage for power, because once SR is up and various threats removed, it can pretty well go to town with it. Fire Blast is useful for hitting Skarm and Ferro, and it's a 2HKO either way even with a hindering nature:
0- SpA Life Orb Garchomp Fire Blast vs. 252 HP / 252+ SpD Ferrothorn: 203-239 (57.6 - 67.8%) -- guaranteed 2HKO
0- SpA Life Orb Garchomp Fire Blast vs. 252 HP / 0 SpD Skarmory: 205-244 (61.3 - 73%) -- guaranteed 2HKO after Leftovers recovery
The only way Skarm isn't 2HKO'd is if it's running a fully invested specially defensive set, which never happens to my knowledge.

Rotom-W: I haven't been able to make a team without this thing. It's just so darn good at what it does. Defensive ChestoRest is the most reliable set I've used on it. It made its way onto this team for two main reasons: firstly, I need a bulky pivot to get Pokemon in safely/maintain momentum, and secondly, it doesn't really care about status (which half of my team does). It also does a good job against certain threats to the offensive core of Mawile and Garchomp-namely, Lando-T, Gliscor, Heatran, Mamoswine, and others I'm sure I missed. It also helps check M-Pinsir and opposing Talonflame, which comes in handy from time to time.

Conkeldurr: one of the best Assault Vest users, he made it onto my team to, like Rotom-W, absorb status (Guts abuse anyone?) and counter or check specific threats. Mamoswine and Heatran again come to mind, and both do not like taking super-effective Drain Punches, less so when Guts is active. He doesn't particularly like coming up against something like M-Venusaur, but I have that covered.

Talonflame: overhyped? Somewhat. Any less useful? Nope. Priority Brave Bird is pretty dangerous to anything not packing a resistance to it, and backed by a Choice Band it's definitely gonna hurt. Flare Blitz exists for complimentary STAB, U-Turn for the same reason Rotom-W has Volt Switch, and the little gem of a move that is Tailwind (priority on that is darn good as well). It's at its most useful when TFlame is about to die- the speed boost can turn around a match if I play my cards right.

Clefable: I needed a cleric, so here it is. Sylveon might be a little bulkier overall, and Pixillate Hyper Voice hurts more than Clefable's Moonblast, but....it doesn't have Unaware. That is a saving grace more often than not, as it allows Clefable to either get off a Heal Bell, Wish, or even Calm Mind in the odd case where it can afford to against an opposing booster. WishPassing is one of the best ways to keep Mawile (the main wallbreaker) alive, and with 394 HP, it passes 197 HP Wishes- almost enough to return Mawile (or whichever teammate needs it the most) to full strength.
 
Balanced Offense anyone? I think.... trust me it works way better in practice than it does on paper :P.
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Mawile @ Mawilite
Ability: Intimidate
EVs: 252 Atk / 252 HP / 4 SDef
Adamant Nature
- Play Rough
- Sucker Punch
- Focus Punch
- Substitute

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Swords Dance
- Earthquake
- Dragon Claw
- Substitute

Sylveon (F) @ Leftovers
Ability: Pixilate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Heal Bell
- Hyper Voice
- Wish
- Yawn

Landorus-Therian (M) @ Choice Scarf
Ability: Intimidate
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- U-turn
- Earthquake
- Stealth Rock
- Knock Off

Slowbro @ Leftovers
Ability: Regenerator
EVs: 252 Def / 252 HP / 4 SAtk
Bold Nature
- Scald
- Slack Off
- Thunder Wave
- Fire Blast

Raikou @ Leftovers
Ability: Pressure
EVs: 224 Spd / 32 SAtk / 252 HP
Timid Nature
- Volt Switch
- Calm Mind
- Thunderbolt
- Extrasensory

This team was built in the brutal land of Deosharp (around 1700 on the ladder) and was forged in the fires of combat also by fighting the exact same team like 20 times. (Fighting Deoxys-D, Excadrill, Thundurus, Latios, Bisharp, and special guest mega gets old after awhile)
Mawile: The fourth slot of Mawile is a matter of taste but I decided to try out Subpunch Mawile who is an amazing wallbreaker and when played correctly can eat an opponents team alive.
Garchomp: This Garchomp is a weird mix of utility with Rocky Helmet Rough Skin and power with SD. After a boost not much can revenge kill chomp and even less so want to do so and face my defensive core. Substitute makes Garchomp my check to Bisharp as it can Sub on a sucker punch then EQ it to death.
Slowbro: When thinking of pokemon that benefit from Mawile's presence Slowbro was my first choice. Slowbro hates knock off and Mawile is a great answer to Knock Off with its nice physical bulk and defensive typing. This Slowbro switchs in most of Mawiles counters
Landoge: Its scarf Landoge much U-turn, very knock off, Intimidate wow.
Raikou: Now this was a more personal choice as I wanted an uncommon volt turner and a special sweeper all in one. I'm using a Max Hp max Speed spread in order to maximize Raikou bulk to set up more calm minds and come in more easily to pivot. I run enough speed to outrun Thundurus by 1 point with the rest invested into special attack.
Sylveon: Balanced offensive always needs a special wall and sylveon made the most sense as all steel moves are physical and easily tanked by Slowbro while bros weaknesses are protected by Sylveon. The best part about Sylveon is that Hyper Voice makes Sub Kyu-B a non issue. Yawn is a nice way to phase or gain free turns off of sleep. Sylveon clerics Mawile so I can be more liberal in how I play with mawile such as killing Rotom-W even though I'll get burned in the process.

So here are some replays I'll make more as I come up with them: http://replay.pokemonshowdown.com/ou-100490396

Edit: I just realized that half my team is doges wow
 
Fairy Hyper Offense
~a team by Own3y~


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Deoxys-Speed @ Life Orb
Ability: Pressure
EVs: 244 Spd / 252 SAtk / 12 Atk
Naive Nature
- Psycho Boost
- Ice Beam
- Superpower
- Hidden Power [Fire] / Thunderbolt

Mawile @ Mawilite
Ability: Intimidate
EVs: 252 Atk / 240 HP / 16 Spd
Adamant Nature
- Play Rough
- Swords Dance
- Sucker Punch
- Iron Head

Garchomp @ Focus Sash
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 SAtk
Naive Nature
- Stealth Rock
- Earthquake
- Outrage
- Fire Blast

Bisharp @ Assault Vest
Ability: Defiant
EVs: 136 Spd / 252 Atk / 120 HP
Adamant Nature
- Pursuit
- Sucker Punch
- Knock Off
- Iron Head

Gengar @ Black Sludge
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Destiny Bond
- Shadow Ball
- Sludge Wave
- Focus Blast

Thundurus (M) @ Leftovers
Ability: Prankster
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Flying]
- Nasty Plot

This team is based around a Mega Mawile sweep, with some wallbreaking support from his teammates as well as having other options for late game cleaning.
I obviously started with the M-Mawile + Garchomp core. Garchomp is the Stealth Rock setter, and he usually serves as a wallbreaker early in the game. The set for Mega Mawile is pretty standard, I decided to go for the SD + 3 attacks rather than the SubPunch set. Deoxys-Speed is used for wallbreaking purposes and is also one of the other options I have for finishing the game. Its set is pretty standard with Hidden Power [Fire] or Thunderbolt in the fourth slot, it doesn't matter. Both Bisharp and Gengar added good synergy to the team and gave me a good pivot and defog check (AV Bisharp is pretty good for trapping Lati@s and the like) as well as a Ghost to check rapid spinners that can also use Destiny Bond, which is pretty useful, so I added them. Finally, utility NP Thundurus with Hidden Power [Flying] to lure M-Venusaur serves as a Flying Spam check, as well as another set up sweeper to clean late game.
 
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Wow, so the original team I posted was absolutely horrendous, not sure if this counts (hope it does >.<)

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Mawile (F) @ Mawilite
Ability: Intimidate
EVs: 252 Atk / 248 HP / 8 SDef
Adamant Nature
- Substitute
- Focus Punch
- Sucker Punch
- Play Rough

Garchomp (M) @ Choice Scarf
Ability: Rough Skin
EVs: 252 Spd / 4 SAtk / 252 Atk
Naive Nature
- Dragon Claw
- Fire Blast
- Earthquake
- Stone Edge

Talonflame (F) @ Sharp Beak
Ability: Gale Wings
EVs: 168 Spd / 252 Atk / 88 HP
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Taunt

Greninja (M) @ Expert Belt
Ability: Protean
EVs: 252 Spd / 168 SAtk / 88 Atk
Hasty Nature
- U-turn
- Surf
- Ice Beam
- Dark Pulse

Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Defog
- Healing Wish
- Draco Meteor
- Toxic

Hippowdon (M) @ Leftovers
Ability: Sand Stream
EVs: 252 Def / 252 HP / 4 Atk
Impish Nature
- Stealth Rock
- Slack Off
- Toxic
- Earthquake

Getting up a sub is more beneficial to me than swords dance. Yes the extra power is much appreciated, but a meat shield, and still huge power (pure power?) is safer and less predictable. Mega Mawile relies on the other pokemon to get rid of speedy threats. Things like Talonflame, the Zards, Thundurus need to get rid of if Mawile hasn't had a chance to set up yet.

Otherwise, the general strategy is to find an opening, and set up a sub. From there, smash things with sucker punch and play rough. Predicted heatran, or something that isn't hit super effectively by play rough? Air Stike Focus Punch smacks them out of the ballpark.

Mega Mawile is almost always a win condition, especially behind a sub, so, I do my best set that up.

Garchomp is meant to switch in on predicted zards and talonflame. His Stone Edge is monstrous (tbh I wanted Terrakion or Tyranitar, but core challenge :D) and earthquake is STAB-backed, allowing to throw momentum attempted back in their faces. Fire Blast accomplishes this as well with fire blast, scoring massive damage against the likes of skarmory and ferrothorn, discouraging hazard set up, so that sort of makes him a pseudopseudohazer XD

Is there a lot to say about talonflame? No, not really, we all know and fear him. A good check for Aegislash if Garchomp isn't around, u-turn because it's in right now and because Tyranitar exists. The fun thing about this Talonflame, who can function as a great lead, is Taunt. I realized finally (first time using Talonflame outside the numbskull swords dance set) that taunt is rarely seen on talonflame, as opposed to other taunt mons, making him a PERFECT taunter. Taunt --> u-turn---> ??? ---> Get momentum.

I derped and totally forgot about mamoswine and air balloontran, and stupid multiscale Dragonite, and I still needed a dedicated special attacker. So, enter Greninja. Bulky grounds who threaten Mawile...don't. U-turn can be run for momentum since expert belt. I find with expert belt, I still get the KO's and 2KO's I could get with life orb. Why limit myself of u-turn, and more than 10 turns? Answer: I don't have to. Expert Belt gets the job done, so I run it. Surf over Hydro Pump because again, for the things I need getting done, Surf does just as well, but less flashy, and 100 accuracy beats 80 any day of the week in such a situational matchup. Considering Replacing Dark Pulse because so far it's been rather useless, but I still need to play more matches to get the hang of what move needs to be put in.

Bulky Defogging special wall. Latias is usually run with speed, but with max Sp. Def, it can take extra neutral hits. I wanted to run a defensive set, with calm mind, but all the moves I have I need. Defog is a must, Toxic is as well because spreading status is far more important in this metagame. Healing Wish is also needed, because my sweepers are kind of frail, and could use another set of legs if things get long winded. Draco Meteor hits a lot of things hard, especially opposing walls, and flimsly sweepers attempting to muscle by. All in all, Latias has performed well in the situations it's designed to deal with, so I think things are okay for now.

Hippo is the physical wall that takes the rock moves Talonflame hates, the ground moves that Mawile doesn't appreciate, and the physical set up sweepers, like Bisharp and Char-X. Rocks and Slack Off are standard, it's the last two moves that decide how you play. Now, while Stone Edge is good, chomp already provides this coverage, so instead, I run, Toxic, which is great for opposing walls, or set up sweepers I can't take out with earthquake. He's so bulky, if need be, he can stay in on Rotom-W's hydro pump to secure a toxic.


The main point of this team is to use speedy attackers to get rid of everything that may stand in the way of a Mega Mawile sweep.

I noticed that Mawile's greatest flaws is it's low speed (in my opinion) and while it is powerful enough to wreck quite nearly the whole friggin meta game, it still appreciates support to get rid of pokemon like Talonflame, and the zards and such. Fast things that roast it or smash it.

So, I invested in choice scarf garchomp to take care of the likes of zard x, y, and anything else that can be wrecked by EdgeQuake and Dragon power. Fire Blast is there for those that think themselves witty with a ferrothorn/skarm switch. Garchomp works as a revenge killer, but also more often as a switch to predicted incoming threats.

Next up are the speedy assassins. Through powerful coverage moves on both sides of the spectrum, Greninja and talonflame KO a lot of threats that can hassle Mawile.

My walls are latias (who is a WAY better defogger than latios) with full special defense investments to get that extra turn to either spread status, defog, draco meteor, or sac itself to give new life to a falling comrade.

Hippowdon's full investment in defense and mono earthquake set is designed to be a failsafe if Bisharp gets the dreaded +2.

Both my walls carry toxic and it's really useful because they can't toxic everything, but together, they get a lot of chances.

And finally, Mega Mawile. I eschewed the common swords dance set for the sub punch set, because it wrecks heatran and bisharp among many other things. having a sub is a very useful thing, far more, I think than swords dance. Once fast threats are out of the way, mawile is set in to sub up, and punch out what's left of the team.

While I admit this is vastly different from my first entry (which I deleted entirely) this is the team I am submitting, and if I make changes, they will be small.
 
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Mawile @ Mawilite
Ability: Intimidate
EVs: 132 HP / 252 Atk / 124 Spd
Adamant Nature
- Swords Dance
- Play Rough
- Sucker Punch
- Iron Head

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Spd / 252 Atk / 4 SAtk
Naive Nature
- Stealth Rock
- Earthquake
- Outrage
- Fire Blast

Aegislash @ Air Balloon
Ability: Stance Change
EVs: 252 HP / 4 Atk / 252 SAtk
Quiet Nature
- King's Shield
- Shadow Ball
- Sacred Sword
- Shadow Sneak

Thundurus (M) @ Life Orb
Ability: Defiant
EVs: 252 Spd / 180 SAtk / 76 Atk
Naive Nature
- Thunderbolt
- Knock Off
- Superpower
- Hidden Power [Ice]

Sylveon @ Leftovers
Ability: Pixilate
EVs: 244 HP / 252 Def / 12 Spd
Bold Nature
- Hyper Voice
- Wish
- Protect
- Heal Bell

Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Thunder
- Bug Buzz
- Hidden Power [Ice]
- Sticky Web

Mawile is one of two cornerstones of the team. It is meant to be the sweeper and would come in late game; basically when both SR and SW are set up, wallbreakers have done their jobs and Heatran is rid of the field. The move choices are obviously for STAB and to gain KOs on some of the more bulky threats. Fire Fang was not chosen for the set, despite the analysis recommends it, because it is not that strong and I would rather hit hard against opponents late into the game. When those with a Fire weakness would be defeated or will be woth Sucker Punch.

Garchomp is the second cornerstone in the team. It allows me to have Stealth Rock on the field and can spinblock to some degree. That is due to spinners such as Excadrill and the rare Forretress would be affected by the combination of RS and RH and would be nailed by Fire Blast and Earthquake. It also allows me to nab KOs on powerful physical attackers such as Talonflame, Charizard-X and Tyranitar. Since their moves rely on contact and wouldn't want to be taking hits all day. Meaning they would either be having to constantly switch into Stealth Rock or have to have damage constantly racked up on them.

Aegislash is the team's main Wallbreaker, although it could also qualify as a spinblocker considering how would laugh at Earthquake from Excadrill and biting back with Sacred Sword. It can allow Garchomp and Mawile to have an easier time due to it's ability to nab KOs on annoying Pokemon such as Skarmory and even Landorus considering the Balloon would be in play. The ability to take hits and then hit hard in return is one large value of it's own and allows my team to give more beatings on team members which would otherwise be troublesome.

Thundurus is what allows me to counter some of the pesky Defog users, hi Mandibuzz, and then sweep in their faces. The reason for this and not Bisharp is because I already have some Steel types in the team, and this allows for a safer time against Talonflame and Pinsir. This is also my secondary wallbreaker. This is due to the fact that Blissey/Chansey users would suspect a standard set but would end up being smacked by Knock Off/Superpower.

Sylveon serves as the team's cleric. It is much needed considering how particular Pokemon in the team hate being burned and who should come to the rescue? Hyper Voice also allows me to nab KOs on Sub users who don't really think twice, then again the mechanic is new and strangely forgettable. Wish is there so other team members can have another chance to hit again. Although I've rarely found myself using it except when healing myself.

Galvantula is probably the best Sticky Web user I could find, considering the rest also set up Stealth Rock or just suck. This is the team's main lead, although I can't complain considering that it is good at the job and breaks narrows down the health of certain Pokémon which the rest of the team can use as a base for killing the rest later on in the battle.
 
A bit of a teambuilding newbie here but I figured I'd give this a shot!
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Mawile @ Mawilite
Ability: Intimidate
EVs: 124 Spd / 252 Atk / 132 HP
Adamant Nature
- Power-Up Punch
- Fire Fang
- Sucker Punch
- Play Rough

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 76 Spd / 180 Def
Jolly Nature
- Stealth Rock
- Stone Edge
- Earthquake
- Dragon Tail

Rotom-Wash @ Choice Scarf
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 30 Atk / 30 Def
- Trick
- Hydro Pump
- Hidden Power [Ice]
- Volt Switch

Talonflame (M) @ Choice Band
Ability: Gale Wings
EVs: 216 Spd / 252 Atk / 40 HP
Adamant Nature
- Brave Bird
- Flare Blitz
- U-turn
- Tailwind

Latias (F) @ Leftovers
Ability: Levitate
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Draco Meteor
- Surf
- Psyshock
- Defog

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
- Hydro Pump
- Scald
- Hidden Power [Flying]
- Secret Sword

When I found out that Mawile was getting a Mega Evolution this gen I was incredibly excited since it's always been one of my favorite Pokemon (still waiting on a Water/Fairy mega-evo for Milotic though!). It's speed is a bit of a letdown and although it has a lot of options it's reliance on Sucker Punch leaves it vulnerable to a lot of OU threats. While I personally think that Dragonite+Mawile make an even better core, Garchomp is still one of the best dragons out there.

So first off I went with the mostly standard Mawile set except I went with Power-up Punch instead of Swords Dance. While it's not an immediate +2 it normally catches a lot of people off guard when their Bisharp, Tyranitar or pink blob ends up becoming set-up bait. Even if the switch in to Mawile resists the attack it still is a boost and a +1 Sucker Punch still does a ton of damage. I went with Fire Fang over Iron Head for Forretress, Ferrothorn, Scizor, Skarmory, and the like.

I know a lot of people went with a Scarf Chomp for their core but I kind of wanted to try out a physically bulky set instead. The combination of Rocky Helmet and Rough Skin punishes a lot of threats like Conkeldurr, Talonflame, physical Aegislash, etc while also providing ample opportunity to set up rocks. Dragon Tail is offers great utility for some Pokes who try to set-up and given the opportunity can shuffle through an opposing team racking up residual damage. The EVs are set to outspeed max speed Timid Goodra. While I know this is incredibly uncommon I did have a match where aforementioned Goodra outsped and KOd with Dragon Pulse and shifted the battle in their favor. Just to clarify how dang bulky this thing is a +2 Shadow Sneak from Aegislash only does a max of 39% and takes severe recoil damage from the Rocky Helmet and Rough Skin combination too.

Originally in this slot I had Thundurus, but after a suggestion from the incredibly helpful finncent1 I changed it to a Scarf Rotom-W. This thing is amazing! I've only ever used the physically bulky variant, but with Garchomp filling that roll I decided to use Rotom-W instead as my Scarfer/Annoyer. As Finnicent1 pointed out the team (and core in general) doesn't like Mamoswine and other ground types. While I do have Keldeo I do enjoy having a back-up plan. Rotom-W is on basically every team and for good reason. It's bulky, has fantastic typing/ability and can fit so many roles. Trick is there to cripple annoying walls and the other 3 moves rounds out Rotom-W coverage options.

Without priority you're doomed in this metagame. I also wanted something to switch into obvious Will-o-Wisp users (except Rotom-W). So why not Talonflame? This thing is a beast and also gives me something to switch into obvious EQs from some more common Mold Breaker pokemon. It can either punch holes in the opposing team early on or it can clean up-late game. I have considered dropping the Band for Lefties or Life Orb and trying out a SD set but for now this set seems to be doing great. It also complete's a Volt-Turn combo with Rotom-W. I initially brought Talonflame in for 2 Pokemon: Mega Venusaur and Conkeldurr but after several games I found that Talonflame also handles Volcarona and Mega Pinsir with ease. The EVs are to give it an odd HP number in case I cannot rid myself of stealth rocks, outspeeding Mega Pinsir and speed creeping opposing Talonflame running only enough speed to outspeed Mega Pinsir.

So I had a physically bulky Pokemon with Garchomp but I lacked something specially bulky as well as a defogger. So I ended up adding in Latias, arguably my favorite legendary Pokemon ever. She's much more of a reliable defogger than Latios. She also gives me a proper switch in to Charizard Y as well as the washing machine from hell. Psyshock is for annoying poison or fighting types like Breloom, Tentacruel, and the like, Surf is there to do a chunk to Tyranitar, Scizor or Bisharp in case they try to pursuit trap and Draco Meteor is there to do hefty damage to anything else.

The last slot is a little bit of a doozy. Keldeo is one of my favorite Pokemon and with Choice Specs it hits insanely hard. Secret Sword is there to deal a slew of damage to Rotom-W or the pink blobs on a switch in as well as the obvious STAB coverage move that slams opposing Steels. Hydro Pump is nice for the raw power but I do find myself using Scald due to its higher accuracy and chance for a burn. Keldeo is also a great answer to the obnoxious Gliscor (which can cause problems for the original core). Hidden Power Flying is there to deal a ton of damage to Mega Venusaur, Roserade, Breloom, and the like that try to switch into Keldeo.

So there you have it. Hope you guys enjoy and if you have any suggestions I'd love to hear them and potentially implement them. I will say that even though Mawile resists Fairy it still takes a lot of damage from Sylveon's Hyper Voice (especially before it Megas) but it's my best switch in. I have taken this team pretty easily to 1500+ on the ladder though.
 
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A Balanced Team ft Chain Chomp and RD Manaphy
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The Team Pastebin
Mawile @ Mawilite
Ability: Intimidate
EVs: 252 Spd / 252 Atk / 4 Def
Adamant Nature
- Sucker Punch
- Knock Off
- Play Rough
- Swords Dance

Garchomp (F) @ Life Orb
Ability: Rough Skin
EVs: 252 Spd / 4 Atk / 252 SAtk
Naive Nature
- Draco Meteor
- Fire Blast
- Swords Dance
- Earthquake

Manaphy @ Leftovers
Ability: Hydration
EVs: 224 Def / 252 HP / 32 Spd
Bold Nature
- Rain Dance
- Calm Mind
- Scald
- Rest

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 4 Def / 252 HP / 252 SDef
Sassy Nature
IVs: 0 Spd
- Leech Seed
- Protect
- Power Whip
- Stealth Rock

Rotom-Heat @ Choice Scarf
Ability: Levitate
EVs: 248 HP / 164 Def / 96 Spd
Bold Nature
- Overheat
- Volt Switch
- Thunder Wave
- Trick

Mandibuzz (F) @ Leftovers
Ability: Overcoat
EVs: 252 Def / 248 HP / 8 SDef
Impish Nature
- Foul Play
- Taunt
- Defog
- Roost

So obviously the team was built round the core of Mega-Mawile and Garchomp. With Mawile and chomp they both share similar stops in steel types such as Skarmory and Lando T was a hugestop to this core at first glance. I opted for the SD set on Mawile to be the cleaner of the game and to punch massive holes in certain teams.
For Garchomp I tested out two sets, SD with Aqua Tail to muscle past Skarmory and Lando T but it just didnt cut it and thus I tested the best that is Chain Chomp. I really wanted to test this set out on a team for awhile and finally I got to. It nets kilss on anything from Ferro to Skarm to Spdef walls that think there safe like Blissey. The Evs are optimal for the current meta imo max speed is need to beat base 100s and Lando I whilst max spatk will dent anything that switches in whilst the combo of Fire Blast and Draco takes out a full health Lando-T.
Next I felt I needed a bulky water to help cover some of the cores weaknesses/things it cant kill. I opted for RD Manaphy. This thing is just based. Most other balanced teams just dont have a way to kill it and generally even if they do the Ferrothorn Rotom-H partnership covers the weaknesses of each other wonderfully. Manaphy acts as my secondary "sweeper" on this team as once a team is weakened they will find it hard to break Manaphy down.
So I decided that a neat little FWG core could be useful for this team as I knew it would be a balanced team and i wanted a strong core to aid the team. Ferrothorn and TrickScarf Rotom-H were perfect partners for the core. They covered many weaknesses such as my Mega-Zard X and Y weakness( hence Twave> Will O on Rotom-H), Thundy I and covered the Double Birds quite nicely. The Evs on ferro are obv as its my special wall and the moves I found wre the ones that fit best as after testing I found Protect to be invaluable. The Rotom-H spread outspeeds max speed Keldeo and will alow me to still stop the double birds. An overheat from experience will usually stop Pinsir in its tracks.
Last but not least Mandibuzz. This thing was suggested by Seevea who also helped me choose Rotom-H for my core. I knew I neeeded a defogger and this just fit best. it provided a secondary check to many things, harassed stall even more with taunt and Foul Played and switchins.
So thats my team and I hope you guys like it. :]
 
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This is my first shot at this kind of thing, but...

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Mawile @ Mawilite
Ability: Intimidate
EVs: 252 HP / 252 Atk / 4 Def
Adamant Nature
- Play Rough
- Sucker Punch
- Fire Fang
- Swords Dance

Garchomp @ Choice Scarf
Ability: Rough Skin
EVs: 252 Atk / 4 SAtk / 252 Spd
Naive Nature
- Earthquake
- Stone Edge
- Fire Blast
- Dragon Claw

Azumarill @ Assault Vest
Ability: Huge Power
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Play Rough
- Aqua Jet
- Superpower
- Knock Off

Latios @ Life Orb
Ability: Levitate
Shiny: Yes
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature
- Defog
- Draco Meteor
- Psyshock
- Thunderbolt

Rotom-Heat @ Leftovers
Ability: Levitate
EVs: 252 SDef / 252 HP / 4 SAtk
Calm Nature
- Volt Switch
- Overheat
- Will-O-Wisp
- Pain Split

Infernape @ Focus Sash
Ability: Blaze
EVs: 252 Spd / 252 Atk / 4 HP
Jolly Nature
- Fake Out
- Stealth Rock
- Overheat
- Close Combat

This is mainly an offensive team, and after testing it a while on the OU ladder, it works very well.

Mega Mawile is self-explanatory. I'm using Fire Fang in place of Iron Head because it allows Mawile to not be completely helpless against Steel-types, and the fact that Dark/Fairy gives neutral coverage to everything except for [Mega-]Mawile and Klefki. Mega Mawile does a decent job at mopping up hits from Ice attacks.

Garchomp is scarfed on this team. It acts as a very nice revenge killer and still does some major damage with its attacks. It deals with the Fire-types that would otherwise KO Mawile. The scarf also has a decent surprise factor, outspeeding almost every unboosted pokemon.

Azumarill
is on the team to reliably check Greninja(provided it isn't running Grass Knot) as Mawile is 2HKOed by Hydro Pump from it and Chompers is OHKOed by Ice Beam. It's running an assault vest to mop up special hits, albeit it's still 2HKOed by Grass Knot from Greninja. It also runs Knock Off because it has some nice utility, although it does miss out on Waterfall.

Latios
is my defogger and also on the team to dish out some major special damage. Draco Meteor does a ton to anything that doesn't resist it. Psyshock is also a common move - it allows me to hit some common special walls. Lastly, I run Thunderbolt. It allows me to deal with Togekiss and Azumarill, two fairy types I'd otherwise have trouble with. I used to run surf, but found that Draco Meteor outdamages it on most super-effective hits.

Rotom-H
was added to absorb status and use Will-O-Wisp itself. It's running a specially defensive spread and - even though you shouldn't leave it in on Greninja - it has a chance of surviving a Greninja's Life Orb Hydro Pump. Mega Mawile, Garchomp, and Azumarill are complete Will-O-Wisp magnets, and also has the ability to absorb Thunder Waves.

Infernape
is my lead, and one of my favorite ones. It's able to take out some common leads using Fake Out then either Overheat/Close Combat, and lay down its own rocks pretty easily. I used to run Flare Blitz over Overheat, but the recoil would break my sash. Overheat also allows me to nail some physical walls. Lead Infernape also has that surprise factor, as I haven't seen it all that much.
 
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A bit of a teambuilding newbie here but I figured I'd give this a shot!
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Cool team dude
Not trying to be critical or anything, but just a question: How does your team check Mamoswine? Icicle Crash + Ice Shard slaughter Latias, Thundurus, and Garchomp, and EQ destroys Mawile. It can take BBirds from Talonflame, and also thanks to its massive HP stat, does hefty damage in recoil, after which Icicle Crash does a ton of damage. Keldeo can counter all sets but scarf, but can absolutely not switch into EQ.
Just some thoughts to consider :)
 
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Not trying to be critical or anything, but just a question: How does your team check Mamoswine? Icicle Crash + Ice Shard slaughter Latias, Thundurus, and Garchomp, and EQ destroys Mawile. It can take BBirds from Talonflame, and also thanks to its massive HP stat, does hefty damage in recoil, after which Icicle Crash does a ton of damage. Keldeo can counter all sets but scarf, but can absolutely not switch into EQ.
Just some thoughts to consider :)
Well with a core like Garchomp and Mega Mawile Mamoswine will be an issue. Keldeo is a solid answer to Mamoswine and Latias isn't OHKO by Ice Shard and deals a chunk with Surf. Talonflame can take an Ice Shard and hit hard with Flare Blitz if necessary, but I agree that Mamoswine can be a threat (albeit something that can be worked around to a degree). Any suggestions? I have thought about Azumarill, Conkeldurr and Rotom-W but I am not sure who I would switch out....
 
Well with a core like Garchomp and Mega Mawile Mamoswine will be an issue. Keldeo is a solid answer to Mamoswine and Latias isn't OHKO by Ice Shard and deals a chunk with Surf. Talonflame can take an Ice Shard and hit hard with Flare Blitz if necessary, but I agree that Mamoswine can be a threat (albeit something that can be worked around to a degree). Any suggestions? I have thought about Azumarill, Conkeldurr and Rotom-W but I am not sure who I would switch out....
Just a minor point: Thanks to its ability, Mamoswine is hit equally hard by Flare Blitz and Brave Bird. Additionally, my biggest concern was of Scarf Mamoswine, but I guess that isn't a big enough threat to worry extensively about.

As for advice, there are a couple checks and counters to Mamoswine. You already have a check, but Talonflame is a somewhat risky counter. Defensive Gyarados, Rotom-W, Bronzong, and Skarmory all are impeccable counters. However, you are certainly correct that eliminating a team member put on a team for a specific role is difficult. You have two special attackers, two physical attackers, and two utility pokemon with respectable offenses and defenses. Defensive Gyarados, Rotom-W, Bronzong, and Skarmory can all be considered utility, so you should replace one of your utility pokemon. Unfortunately, you can replace Garchomp for this "assignment," so Thundurus would be the easiest thing to get rid of. In losing a utility based special attacking electric type, another is probably desired, so Rotom-W could certainly help your team. Rotom-W can burn + trick mamoswine, as well as hit it hard with Hydro Pump. It can also use Thunder Wave, if you miss using it from Thundurus.
But this is just my advice. Hopefully you find something that works for you!
 
There are a lot of teams here, though, that just don't do much to take on ground types. Ground types are the first and most major bane to this core, so letting ground types go free by not having ice/water attacks (grass defensive type is nice but generally neutral vs OU ground types) is a real let down... And tbh, Thundy-i HP ice doesn't counter. Scarf landorus-t destroys it, and it can't switch into any of the common ground types outside of Gliscor.
 
Just a minor point: Thanks to its ability, Mamoswine is hit equally hard by Flare Blitz and Brave Bird. Additionally, my biggest concern was of Scarf Mamoswine, but I guess that isn't a big enough threat to worry extensively about.

As for advice, there are a couple checks and counters to Mamoswine. You already have a check, but Talonflame is a somewhat risky counter. Defensive Gyarados, Rotom-W, Bronzong, and Skarmory all are impeccable counters. However, you are certainly correct that eliminating a team member put on a team for a specific role is difficult. You have two special attackers, two physical attackers, and two utility pokemon with respectable offenses and defenses. Defensive Gyarados, Rotom-W, Bronzong, and Skarmory can all be considered utility, so you should replace one of your utility pokemon. Unfortunately, you can replace Garchomp for this "assignment," so Thundurus would be the easiest thing to get rid of. In losing a utility based special attacking electric type, another is probably desired, so Rotom-W could certainly help your team. Rotom-W can burn + trick mamoswine, as well as hit it hard with Hydro Pump. It can also use Thunder Wave, if you miss using it from Thundurus.
But this is just my advice. Hopefully you find something that works for you!
I haven't really seen a Scarf Mamoswine before, but you never know. I just came across a team with a Scarf Breloom that caught my by surprise....

I suppose you're right, although Thundurus' priority Thunder Wave has saved the team a number of times against some quick Pokemon like Starmie, Gengar, and Greninja. If I changed it to Rotom-W I could possibly run a Scarf variant. Or I could make it my physically bulky Pokemon and instead make Scarf chomp a thing but that seems to be what everyone else is doing. Hmmm. I will have to try it out later. I will say I haven't had TOO much of an issue with Mamoswine with the team as Keldeo is a champ.

Also, when I run Mamoswine I run Naive with Freeze Dry, which is uncommon but does cut down on some of it's water-type checks...
 
There are a lot of teams here, though, that just don't do much to take on ground types. Ground types are the first and most major bane to this core, so letting ground types go free by not having ice/water attacks (grass defensive type is nice but generally neutral vs OU ground types) is a real let down... And tbh, Thundy-i HP ice doesn't counter. Scarf landorus-t destroys it, and it can't switch into any of the common ground types outside of Gliscor.
I totally agree. Own3y's team so far, in my opinion, handles the extreme amount of ground types the best, with the fantastic Deoxys-S Life Orb Set + Ice Beam.
I haven't really seen a Scarf Mamoswine before, but you never know. I just came across a team with a Scarf Breloom that caught my by surprise....

I suppose you're right, although Thundurus' priority Thunder Wave has saved the team a number of times against some quick Pokemon like Starmie, Gengar, and Greninja. If I changed it to Rotom-W I could possibly run a Scarf variant. Or I could make it my physically bulky Pokemon and instead make Scarf chomp a thing but that seems to be what everyone else is doing. Hmmm. I will have to try it out later. I will say I haven't had TOO much of an issue with Mamoswine with the team as Keldeo is a champ.

Also, when I run Mamoswine I run Naive with Freeze Dry, which is uncommon but does cut down on some of it's water-type checks...
• I was thinking about Freeze Dry as I answered, but regardless, it doesn't OHKO, and most Mamoswine's would rather switch than stay in and risk getting tricked a scarf, burned, or OHKO'd.
• Yes, priority Twave is a beautiful thing. But, I'm not sure it's worth it if you lose out on a counter to Mamoswine.
• And lastly, Keldeo is a champ at countering the mastodon, but it generally requires another teammate to die in order for it to work, which isn't that great.
Good luck in the competition! :D
 
To be honest, I think Lodart handles it better... More power, better coverage imo. I prefer greninja to Deo-S though. His is probably my favorite because it also checks ZardX so thoroughly.
 
To be honest, I think Lodart handles it better... More power, better coverage imo. I prefer greninja to Deo-S though. His is probably my favorite because it also checks ZardX so thoroughly.
Right, but it cannot handle scarfers, while Own3y's Deoxys outspeeds Scarf Garchomp + Landorus-T.
 
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Lando isn't scarfed, and Lando-t would be walled by hippo anyways. His own chomp is scarfed, too so at worse he can force a speed tie and if he loses, go to mawile and wreck Chomp.
 
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