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Project OU Teambuilding Competition V8 (Round 24: Building: Post #721 Page 29: Mega Latias + Togekiss)

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I have zero time for a description sorry AM but I have stuff to do b_n
But here is the song I was listening to when building:

Ok: heres a short description:
Hoopa + Zygarde
Skarmory was added as Fairy resist spiker
Elecs were annoying so I added Venu
Fire spam was annoying so a defensive Sd rocks lando was added to fuck with clefable cuz it fucked with us
Starmie was added to spin

knife to gunfight (Hoopa-Unbound) @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Gunk Shot
- Psychic
- Grass Knot

the takeover (Zygarde) @ Life Orb
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Outrage
- Earthquake

broadstreet bully (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 44 Atk / 212 Spe
Adamant Nature
- Swords Dance
- Stealth Rock
- Earthquake
- Stone Edge

sledgehammer (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 236 HP / 20 SpA / 252 Spe
Timid Nature
- Scald
- Thunder Wave
- Rapid Spin
- Recover

kidnap yo babies (Skarmory) (M) @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 232 SpD / 24 Spe
Careful Nature
- Spikes
- Roost
- Iron Head
- Whirlwind

rolled into triage (Venusaur-Mega) (M) @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 156 Def / 52 SpD / 48 Spe
Calm Nature
- Hidden Power [Fire]
- Giga Drain
- Synthesis
- Sludge Bomb

 
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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast

Zygarde @ Life Orb
Ability: Aura Break
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Outrage
- Earthquake

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

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

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Hyperspace Fury
- Fire Punch
- Gunk Shot
- Substitute

Keldeo @ Choice Scarf
Ability: Justified
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Secret Sword
- Hydro Pump
- Scald
- Hidden Power [Fire]

no need to explain
it is perfect
 
Ok voting stage is up now submissions were smaller this week thank god so going to just begin the voting stage now.

Team 1

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Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 200 Atk / 56 SpA / 252 Spe
Hasty Nature
- Hyperspace Fury
- Psychic
- Gunk Shot
- Drain Punch

Zygarde @ Chesto Berry
Ability: Aura Break
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Dragon Dance
- Rest
- Earthquake
- Outrage

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

Klefki @ Leftovers
Ability: Prankster
EVs: 248 HP / 100 Def / 160 SpD
Impish Nature
- Spikes
- Thunder Wave
- Play Rough
- Magnet Rise

Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 144 Def / 112 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Stone Edge
- Earthquake

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]
v short desc, finals this week. (always short desc but lol)
knew i wanted spike stack. klefki + manectric to abuse this. hippo to not auto lose to zard and elecs. keld to round off. dd zygarde is the only zygarde set worth using to me, being able to set up on rotom-w etc and rest off the wisp damage.
Team 2
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Hoopa-Unbound @ Choice Band
Ability: Magician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Hyperspace Fury
- Drain Punch
- Gunk Shot
- Trick

Zygarde @ Leftovers
Ability: Aura Break
EVs: 200 HP / 252 Def / 56 Spe
Impish Nature
- Glare
- Earthquake
- Dragon Tail
- Substitute

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

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
Relaxed Nature
- Spikes
- Leech Seed
- Thunder Wave
- Power Whip

Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Rapid Spin
- Hydro Pump
- Dark Pulse
- Ice Beam

Landorus-Therian @ Yache Berry
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock
So as I would be using the ladder for testing, with M-Sab out on suspect, a powerful but slow wallbreaker in Hoopa-U, and Zygarde's phasing capabilities, hazard-stacking seemed the way to go - with glare to paralyse ground types and excellent defence, Zygarde carves a niche as a fantastic phaser. I tried utilising Coil but on testing, parashuffling just fits this team so well. Hoopa benefits greatly from spikes which turn many 2HKOs into 1HKOs and punish the many forced switches, especially with Zygarde to phase and rack up hazard damage while also gaining momentum, and glare slowing down faster threats for Hoopa to take down.

The first thing to add was a fairy switchin. SD Talonflame fit the bill, providing a solid wincon with speed and priority to make up for the core's slow speed, also provides a Weavile check and a wisp absorber. Now I was weak to waters, Ferrothorn brings spikes, checks threatening mons such as Manaphy and Kyurem-B (no HP fire pls), wears down walls and forces switches to rack up spikes damage with leech seed. T-wave slows down the faster threats which force Zygarde out such as Latios as speed control is so important for this team. Next I wanted a bulky ice resist and also needed to think about hazard removal, Starmie didn't cut it, Latis stack too many weaknesses, enter Mega-Blastoise! This thing is great on spike stack, a special wallbreaker synergises well with Hoopa's physical set, it spins reliably thanks to its bulk without removing hazards on the other side of the field and has access to ice beam for common SR setters Chomp, Lando etc. Blastoise also appreciates the spikes support to better break walls and Zygarde's glare and Ferrothorn's T-Wave to compensate for his middling speed. Finally I still needed rocks and was kinda weak to CharX and other fire types such as Victini and Talonflame, Lando-T fits perfectly and also acts as a slow pivot with U-turn to safely bring in one of the breakers and gain momentum, with yache berry to lure M-Mane and Raikou.
Team 3
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I have zero time for a description sorry AM but I have stuff to do b_n
Ok: heres a short description:
Hoopa + Zygarde
Skarmory was added as Fairy resist spiker
Elecs were annoying so I added Venu
Fire spam was annoying so a defensive Sd rocks lando was added to fuck with clefable cuz it fucked with us
Starmie was added to spin
knife to gunfight (Hoopa-Unbound) @ Life Orb
Ability: Magician
EVs: 160 Atk / 96 SpA / 252 Spe
Hasty Nature
- Dark Pulse
- Gunk Shot
- Psychic
- Grass Knot

the takeover (Zygarde) @ Life Orb
Ability: Aura Break
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Outrage
- Earthquake

broadstreet bully (Landorus-Therian) @ Leftovers
Ability: Intimidate
EVs: 252 HP / 44 Atk / 212 Spe
Adamant Nature
- Swords Dance
- Stealth Rock
- Earthquake
- Stone Edge

sledgehammer (Starmie) @ Leftovers
Ability: Natural Cure
EVs: 236 HP / 20 SpA / 252 Spe
Timid Nature
- Scald
- Thunder Wave
- Rapid Spin
- Recover

kidnap yo babies (Skarmory) (M) @ Shed Shell
Ability: Sturdy
EVs: 252 HP / 232 SpD / 24 Spe
Careful Nature
- Spikes
- Roost
- Iron Head
- Whirlwind

rolled into triage (Venusaur-Mega) (M) @ Venusaurite
Ability: Chlorophyll
EVs: 252 HP / 156 Def / 52 SpD / 48 Spe
Calm Nature
- Hidden Power [Fire]
- Giga Drain
- Synthesis
- Sludge Bomb
Team 4
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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 240 Def / 16 Spe
Impish Nature
- Stealth Rock
- Dragon Tail
- Earthquake
- Fire Blast

Zygarde @ Life Orb
Ability: Aura Break
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Extreme Speed
- Outrage
- Earthquake

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

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

Hoopa-Unbound @ Life Orb
Ability: Magician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Hyperspace Fury
- Fire Punch
- Gunk Shot
- Substitute

Keldeo @ Choice Scarf
Ability: Justified
Shiny: Yes
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
- Secret Sword
- Hydro Pump
- Scald
- Hidden Power [Fire]
No description
 
team 2

it has mega blastoise in it so it gives me the perfect opportunity to plug the community create a team where we're building around mega blastoise (link in my sig @ccat)!!!! c;
 
Great tryhards 1-3 are just hazard stacking to exploit the ladder
But team 4 has hp fire keld (not that bad but weird) and tflame without a defogger
So gotta vote for team 2 cuz banded hoopa is power
 
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Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

Celebi @ Leftovers
Ability: Natural Cure
EVs: 240 HP / 176 Def / 60 SpD / 32 Spe
Bold Nature
IVs: 0 Atk
- Trick Room
- Giga Drain
- Recover
- Baton Pass

Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 252 SpA / 8 Spe
Modest Nature
IVs: 0 Atk / 30 Def
- Ancient Power
- Fire Blast
- Earth Power
- Hidden Power [Ice]

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

Klefki @ Sitrus Berry
Ability: Prankster
EVs: 248 HP / 252 SpD / 8 Spe
Calm Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Magnet Rise
- Foul Play

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Modest Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost
I didn't like the concept of full trick room. Lost my train of thought when my computer restarted suddenly. TankChomp helps with Sucker Punch Bisharp, Talonflame, Scizor and such. Fire Blast because this is Scizor check alongside Mega Camel. Celebi is TR setter. Klefki for Spikes to help Mega Camel break teams and generally help with fatter teams, Azu is secondary wallbreaker, Kyurem-B the Mega Venu check. I'm running regular speed on all these mons instead of going to 0 because I don't want to just lose if I can't get trick room up.
 
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Emboar @ Life Orb
Ability: Reckless
EVs: 240 HP / 252 Atk / 16 SpD
Brave Nature
IVs: 0 Spe
- Flare Blitz
- Hammer Arm
- Sucker Punch
- Wild Charge

Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 156 Def / 84 SpD / 16 Spe
Bold Nature
IVs: 0 Atk
- Trick Room
- Recover
- Giga Drain
- Baton Pass

Diancie @ Mental Herb
Ability: Clear Body
EVs: 252 HP / 88 Def / 168 SpD
Sassy Nature
IVs: 0 Spe
- Diamond Storm
- Stealth Rock
- Trick Room
- Explosion

Blastoise-Mega @ Blastoisinite
Ability: Rain Dish
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Rapid Spin
- Hydro Pump
- Dark Pulse
- Aura Sphere

Diggersby @ Life Orb
Ability: Huge Power
Happiness: 0
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Frustration
- Earthquake
- Quick Attack

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Knock Off
- Icicle Crash
- Ice Shard
- Pursuit / Low Kick

I decided to build this team around Emboar, since it's a slow wallbreaker without safe switchins and its kamikaze-like nature really works for Trick Room. Having Sucker Punch for priority is also really helpful to beat Talonflame during Trick Room and stuff like Lati@s, Gengar, and most other fast, frail attackers outside of Trick Room.

Celebi and Diancie are the two TR setters and form a nice defensive core since they cover nearly all of their weaknesses. Celebi's Baton Pass is really useful for giving its teammates opportunities to come in and its reliable recovery allows it to continuously set TR. Diancie provides Stealth Rock support and, while it's a great lead, it can also be good to safe late-game for Mega Charizard X or Talonflame.

Since other spinners didn't fit on this team so well and Defoggers would remove Diancie's SR, Mega Blastoise was a perfect fit for the spinner, mega, and secondary Trick Room abuser. It's defensive synergy with Celebi and Diancie along with Emboar is really good and it forms a FWG core w/ Celebi and Emboar. It also beats a lot of the things that Emboar doesn't like to touch so much (TankChomp, Lando-T and Slowbro, though Emboar can still 2HKO them all sans Mega Slowbro).

Diggersby and Weavile were added as Pokemon which could excel outside of Trick Room, but can still function in it if necessary. They also both carry priority moves, which is really nice. Diggersby is an extra wallbreaker that can sweep offensive, balanced and defensive teams alike outside of Trick Room, while Weavile is added for extra utility against offense overall since it beats stuff like Torn, regZam, Starmie, Thundurus, weakened Raikou, etc.
 
Edit: oops. Turns out Xatu can't have both magic bounce and defog, thanks Pro_Hybrid . Edited it to toxic below instead to cripple walls but too late to change the team for the comp. Sorry everybody.

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Xatu @ Colbur Berry
Ability: Magic Bounce
EVs: 252 HP / 176 Def / 80 SpD
Impish Nature
- Trick Room
- Roost
- Toxic
- U-turn

Victini @ Life Orb
Ability: Victory Star
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- V-create
- Bolt Strike
- Zen Headbutt
- Trick Room

Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

Pangoro @ Choice Band
Ability: Scrappy
EVs: 168 HP / 252 Atk / 88 Def
Brave Nature
IVs: 16 Spe
- Superpower
- Knock Off
- Gunk Shot
- Parting Shot

Steelix @ Steelixite
Ability: Sturdy
EVs: 252 HP / 96 Atk / 160 SpD
Brave Nature
IVs: 0 Spe
- Heavy Slam
- Earthquake
- Stealth Rock
- Curse

Porygon2 @ Eviolite
Ability: Trace
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 0 Spe
- Ice Beam
- Thunderbolt
- Recover
- Trick Room
Imagine if Mega Blaziken got close combat - that's basically Victini in trick room, except Victini hits harder. The speed drops from V-create can just spiral out of control so easily. With the HP investment it's also bulky enough to re-set TR itself. Azumarill compliments Tini excellently, taking care of dark types with play rough, belly drum to become a terrifying trick room sweeper with Aqua jet to out-prioritise the likes of Talonflame. Under TR can beat M-Venu with knock off which is usually a hard counter. CB Pangoro brings momentum and gives Azu set-up opportunities as well as trick room users opportunities to easily re-set TR with parting shot, as well as being a slow and extremely powerful breaker in his own right. 16 speed IVs to outspeed Chansey outside of TR and defence EVs avoid the KO from Conkeldurr's drain punch so it can be beaten in and out of TR. Steelix sets rocks and provides an electric immunity and fairy check as well as using curse to act as a sweeper, and thanks to its massive bulk can also function out of TR. With magic bounce Xatu is a TR setter immune to taunt, which is fantastic, as well as bouncing back hazards etc, also u-turn for momentum after setting up and toxic to cripple a wall for easier breaking later. I didn't really want to use Porygon2 but I needed a reliable TR setter that wasn't weak to pursuit and a special attacker compliments all the physical attackers on the team, boltbeam coverage for Lando, chomp, bulky waters such as Manaphy and Slowbro, etc. Overall the team is kinda hard to use but as long as you play your trick room setters conservatively and play smart with when to set-up and when to attack it can be very rewarding.
 
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Trick Room is pretty much just Trick Room. This is/was a really fun team that I used back when ORAS just came out and Adaptability Dragalage was released. Trick Room setters being Uxie and Cress, both of which have a way to suicide into your TR wallbreakers and just proceed to take a huge ass dump all over your opponent's team. Lead Uxie was chosen due to it's decent speed as well as access to Memento. I chose Azu to pair with Dragalge because its just fun to click play rough and watch something die. TR teams typically carry a minimum of 1 fast mon but mine lacks it so to make up for it, I just spammed priority wherever I could. Msciz + Emboar is pretty fun since both packed extremely hard hitting moves and priority. My initial version had Crawdaunt over Azu but having no Fairies on such a team just left me feeling a teensy bit uncomfortable. But yeah, this is a Trick Room team. It works very similarly to manual weather so just put TR up and just click moves. No need to think, just click.
Uxie @ Red Card
Ability: Levitate
EVs: 248 HP / 240 Def / 20 SpD
Bold Nature
IVs: 0 Spe
- Stealth Rock
- Trick Room
- Memento
- Magic Coat

Azumarill @ Life Orb
Ability: Huge Power
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Waterfall
- Play Rough
- Aqua Jet
- Superpower

Cresselia (F) @ Mental Herb
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Moonblast
- Lunar Dance
- Ice Beam

Dragalge @ Life Orb
Ability: Adaptability
EVs: 248 HP / 252 SpA / 8 SpD
Quiet Nature
IVs: 30 Atk / 30 SpA / 0 Spe
- Draco Meteor
- Dragon Pulse
- Sludge Wave
- Hidden Power [Fire]

Emboar @ Life Orb
Ability: Reckless
EVs: 248 HP / 252 Atk / 8 Def
Brave Nature
IVs: 0 Spe
- Superpower
- Flare Blitz
- Wild Charge
- Sucker Punch

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Swords Dance
- Bullet Punch
- Bug Bite
- Roost
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Crawdaunt @ Life Orb
Ability: Adaptability
EVs: 248 HP / 252 Atk / 8 Def
Adamant Nature
IVs: 20 Spe
- Crabhammer
- Knock Off
- Aqua Jet
- Swords Dance

Slowbro @ Wise Glasses
Ability: Regenerator
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Scald
- Psychic
- Fire Blast

Whimsicott @ Leftovers
Ability: Prankster
EVs: 252 HP / 8 SpA / 248 Spe
Timid Nature
- Moonblast
- U-turn/Memento
- Trick Room
- Encore

Cofagrigus @ Colbur Berry
Ability: Mummy
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 30 Def / 30 SpA / 30 SpD / 2 Spe
- Trick Room
- Shadow Ball
- Hidden Power [Fighting]
- Nasty Plot

Cresselia @ Mental Herb
Ability: Levitate
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 0 Spe
- Trick Room
- Moonlight
- Lunar Dance
- Psychic

Camerupt @ Cameruptite
Ability: Solid Rock
EVs: 248 HP / 8 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Fire Blast
- Earth Power
- Stealth Rock
- Eruption/Rock Slide

- One of the better TR teams I have made. Mega Camerupt is very nice on TR as it is very hard to switch into, can set up Stealth Rocks fairly easily, and has formidable bulk which allows it to counter the likes of Mega Manectric and Raikou which can normally Volt Switch all over TR teams. Eruption is a fantastic move on Camerupt as it actually out damages Sheer Force Fire Blast at full HP, and even after Stealth Rock, it's perfectly accurate. However, Rock Slide is a decent alternative to Eruption because this set struggles to get past specially defensive Talonflame.
- Whimsicott was another Pokemon I wanted to build around on TR because its access to priority encore is fantastic for TR and OU in general with the likes of powerful set up sweepers like Manaphy being all over the place. It's a solid check to Keldeo both offensively and defensively with Max speed and HP investment. Also, a slow u-turn under TR can be glorious for momentum, Memento as well.
- Slowbro is a nice check to Keldeo as well as bulky Talonflame. It's also quite potent offensively. I'd suggest Wise glasses, or leftovers over Life Orb though since the team is slightly weak to Talonflame and it can use as much HP as possible. Great coverage, bulk, and good power make Slowbro an all around solid Pokemon and nice fit for the team.
- Cofagrigus can be one of, if not the scariest offensive TR setter. Mummy is a fantastic ability to check some powerhouse Pokemon and Megas, and + 2 Shadow Balls 2hko most Pokemon on bulky teams. Colbur berry is certainly inferior to leftovers in most cases, but this team is so weak to Bisharp and Weavile that Colbur hp fighting Cof is actually an effective lure for the aforementioned threats. A well played Cofagrigus will usually result in a win.
- Cresselia = insanely fat = multiple TRs a game = nearly guaranteed Lunar Dance to aid sweeping. Psychic is for Venusaur and can wear down many offensive Pokemon that fail to break it.
- Crawdaunt because how can TR reach its full potential with out it? It's a soft check to Bisharp and Weavile even outside of TR as long as they don't pack Low Kick, and it is pretty much the strongest Pokemon in OU.
=]
 
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We decided to build the team around Dragalge. With Toxic Spikes, it provides good support to the team by getting chip damage to any counters to the breakers. Dragalge can also abuse Trick Room itself with a strong Adaptability Draco Meteor or Sludge Wave. We then chose Cofagrigus for multiple reasons: it provides Trick Room support for Dragalge, is a breaker itself with Nasty Plot, and it works well when paired with Toxic Spikes. We thought that we would need another setter besides Cofagrigus so we are able to get more turns of Trick Room, so we went with Porygon2. Cofagrigus and Porygon2 have excellent defensive synergy in the OU tier as Trick Room setters. This team is able to set up Trick Room against large majority of mons in OU between the two of them. After we got our Trick Room setters we decided to go with Mega Heracross as our Mega and on addition Trick Room abuser. Mega Heracross is one of the better abusers because it has good bulk and doesn't need to outspeed things to put in work, it has a very small list of mons that are not 2HKO'd by it, and it was able to beat mons like Bisharp and Weavile that beat the Trick Room setters. At this point, the team was weak to Mega Charizard X, Heatran, Keldeo, Fairies, and lacked a Stealth Rock user. To remedy the team's weaknesses, we chose to go with Heatran and Life Orb Azumarill in the last two slots.
mocked by peers (Dragalge) @ Life Orb
Ability: Adaptability
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 2 Spe
- Draco Meteor
- Sludge Wave
- Focus Blast
- Toxic Spikes

can't get a job (Cofagrigus) @ Leftovers
Ability: Mummy
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Trick Room
- Nasty Plot
- Shadow Ball
- Hidden Power [Fighting]

repeatedly stabbed (Porygon2) @ Eviolite
Ability: Download
EVs: 252 HP / 252 SpA / 4 SpD
Quiet Nature
IVs: 0 Spe
- Trick Room
- Recover
- Thunderbolt
- Ice Beam

smokes heavily (Heracross-Mega) @ Heracronite
Ability: Guts
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Close Combat
- Pin Missile
- Rock Blast
- Bullet Seed

raped&can'tabort (Heatran) @ Air Balloon
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Magma Storm
- Earth Power
- Flash Cannon
- Stealth Rock

beliefsnottolerated (Azumarill) @ Life Orb
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Waterfall
- Play Rough
- Aqua Jet
- Knock Off
 
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