Alright, time to move up to the voting phase of this round. Lots of teams, Im feeling the love already!
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Team 9
		
	
		
	
		
	
		
	
		
	 
		
	 
	
	
		
			
	
	
	
		
			
	
Team 10
		
	 
		
	 
		
	 
		
	 
		
	 
		
	
	
	
		
			
	
	
	
		
			
	
Holy shit, 10 teams!! Fantastic. And a good amount of variety here which is pretty cool. Please bold your vote.
Voting ends on Thursday around 8:15 P:M (GMT -5)
Have fun!
				
			Team 1
Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Superpower
- Seed Bomb
- Facade
Talonflame @ Apicot Berry
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Brave Bird
- Natural Gift
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Stone Edge
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Ice Shard
- Pursuit
Azumarill @ Choice Band
Ability: Huge Power
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Double-Edge
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 64 Def / 180 SpD / 16 Spe
Calm Nature
- Thunderbolt
- Roost
- Heat Wave
- Defog
		Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Superpower
- Seed Bomb
- Facade
Talonflame @ Apicot Berry
Ability: Gale Wings
EVs: 88 HP / 252 Atk / 168 Spe
Jolly Nature
- Swords Dance
- Flare Blitz
- Brave Bird
- Natural Gift
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 HP / 164 Def / 76 SpD / 16 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Stone Edge
Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Ice Shard
- Pursuit
Azumarill @ Choice Band
Ability: Huge Power
EVs: 48 HP / 252 Atk / 208 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Double-Edge
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 64 Def / 180 SpD / 16 Spe
Calm Nature
- Thunderbolt
- Roost
- Heat Wave
- Defog
i wanted to build a team around luring mega venusaur for breloom, so I started with return azumarill, which i changed later to de because return is too weak and does 35.1 - 41.4% which is still a 3hko after rocks. I then added garchomp for rocks, and weavile to check fast things like thundurus, with pursuit to trap lati. i had poison jab but it turns out that i could handle clef adequately with talon. nat gift ground talon lures mega manectric (huge threat) which is always annoying, and i also have spdef zapdos to help take it just in case. garchomp has edge for talon and zard-y.
		Team 2
The team started with Breloom + Talonflame core. These 2 mons pressure each other's check and counters very well and both are my win conditions with priority. Chose SD Breloom because of its sheer power and it can find opportunities to setup  with Spore to break down teams without fat Grass mons or can cleanup offensive teams with a +2 Mach Punch. Talonflame is the Banded set, with max speed Jolly for Weavile and helps with revenge killing mons, as well as removing things like Grass types or Skarmory for Breloom. Tailwind is a last ditch effort for the remaining of my remaining mons to clean up the opposing team. Specs Keldeo was added to improve matchup against stall, a wallbreaker and my answer to Weavile. Next member was Latios, a check to a various number of threats such as Keldeo, Manectric,etc. Psychic deals more damage to things like Amoonguss and Venusaur, Surf 2HKO'es Heatran and Tyranitar for Talonflame and puts abit more mindgames at T-Tar that tries to Pursuit Latios. Surf also 2HKO'es Physically Defensive Skarmory, the thing that would be walling Bisharp or Breloom. Bisharp is my obligatory steel type and another wincon, priority and a way to punish Lati@s or Starmie trying to clear hazards. Last was Azelf, my suicide lead and a very reliable rocker and anti lead with its speed and Focus Sash, Skill Swap for Magic Bouncers. Defog is kinda counterproductive with a suicide lead, but you don't really need to Defog unless you really need to. Basically the team works by overloading the team's wincons check and counters with members of the team and the remaining member of the team cleans up afterwards. A pretty simple HO with bunch of priority. Yes this indeed team doesn't have a Mega. Feint Mega Pinsir works over Talonflame if you really want to.
		Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Spore
- Swords Dance
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Tailwind
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Surf
- Defog
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Knock Off
- Sucker Punch
- Swords Dance
Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Skill Swap
- Explosion
		Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Spore
- Swords Dance
Talonflame @ Choice Band
Ability: Gale Wings
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Brave Bird
- Flare Blitz
- U-turn
- Tailwind
Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
Latios @ Life Orb
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psychic
- Surf
- Defog
Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Knock Off
- Sucker Punch
- Swords Dance
Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Taunt
- Stealth Rock
- Skill Swap
- Explosion
Team 3
Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 252 Atk / 4 Def / 252 Spe
Shiny: Yes
Adamant Nature
- Swords Dance
- Drain Punch
- Seed Bomb
- Mach Punch
Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Shiny: Yes
Timid Nature
- Psyshock
- Focus Blast
- Dazzling Gleam
- Knock Off
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 8 Def / 252 SpD
Shiny: Yes
Careful Nature
- Toxic
- Earthquake
- Slack Off
- Stealth Rock
Excadrill @ Leftovers
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Shiny: Yes
Jolly Nature
- Substitute
- Earthquake
- Iron Head
- Rock Slide
Azumarill @ Choice Band
Ability: Huge Power
Shiny: Yes
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off
Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
Shiny: Yes
EVs: 132 HP / 160 SpA / 216 Spe
Timid Nature
- Knock Off
- U-turn
- Heat Wave
- Hurricane
		Ability: Poison Heal
EVs: 252 Atk / 4 Def / 252 Spe
Shiny: Yes
Adamant Nature
- Swords Dance
- Drain Punch
- Seed Bomb
- Mach Punch
Alakazam-Mega @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Shiny: Yes
Timid Nature
- Psyshock
- Focus Blast
- Dazzling Gleam
- Knock Off
Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 8 Def / 252 SpD
Shiny: Yes
Careful Nature
- Toxic
- Earthquake
- Slack Off
- Stealth Rock
Excadrill @ Leftovers
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Shiny: Yes
Jolly Nature
- Substitute
- Earthquake
- Iron Head
- Rock Slide
Azumarill @ Choice Band
Ability: Huge Power
Shiny: Yes
EVs: 168 HP / 252 Atk / 88 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off
Tornadus-Therian (M) @ Assault Vest
Ability: Regenerator
Shiny: Yes
EVs: 132 HP / 160 SpA / 216 Spe
Timid Nature
- Knock Off
- U-turn
- Heat Wave
- Hurricane
so yeah, when i saw breloom I wanted to build a sandteam with it, so i added hippowdon and excadrill. i wanted mega kazam as mega, since its p solid right now. I choosed a set with dazzling gleam and knock off, to not autolose against goth stall (which i still do, i assume). azumarill was added as another water resist, dragon switchin and as a solid wallbreaker. tornadus is the obvious flying type and a soft check to stuff like latios, which was pretty threating at the moment. to explain some sets: sub excadrill to have something against hyper offense (espically with bisharp), since i'm forced to run sdef hippowdon vs sun match ups. toxic orb breloom, because i don't like sash breloom with sand and defensive variants are still to frail. the reason i run toxic on hippo is bc i hit excadrill checks like rotom w and lando t on the switch, but stone edge and fire fang (vs charizard and scizor) are options too. my english is not the best, i'm sorry
		Team 4
Pinsir-Mega @ Pinsirite
Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Close Combat
- Quick Attack
- Swords Dance / Knock Off
Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Recover
- Defog
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 236 HP / 252 Atk / 16 SpD / 4 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Belly Drum
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Stealth Rock
- Toxic
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Spore
- Rock Tomb
		Ability: Hyper Cutter
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Return
- Close Combat
- Quick Attack
- Swords Dance / Knock Off
Magneton @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Flash Cannon
- Hidden Power [Fire]
- Volt Switch
Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyshock
- Recover
- Defog
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 236 HP / 252 Atk / 16 SpD / 4 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Belly Drum
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Earthquake
- Dragon Tail
- Stealth Rock
- Toxic
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Bullet Seed
- Mach Punch
- Spore
- Rock Tomb
decided to use mega pinsir because it is tad underrated. throw in a breloom with rock tomb and focus sash to kill talonflame. magneton actually hits a real speed tier so i can revenge kill things like starmie and tornadus-t. air balloon magnezone can be used over magneton because it kills excadrill. rocky helmet chomp is standard and checks lop and birds. provides rocks too and latios removes hazards for mega pinsir. bd azu kills the offensive metagame so why not? mega venusaur is crap to deal with. knock off on pinsir is there for shed skarm and then kill your opponents stall team rofl. crappy description but for reals nigga this is some koolaid i whipped up for you
		Team 5
Alakazam @ Alakazite
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Focus Blast
- Calm Mind
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Fire Blast
- Stealth Rock
Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Hurricane
- Heat Wave
- Superpower
- U-turn
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 240 HP / 180 Def / 88 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Will-O-Wisp
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Thunder Wave
- Soft-Boiled
- Calm Mind
Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Bullet Seed
- Mach Punch
- Drain Punch
- Swords Dance
		Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psyshock
- Shadow Ball
- Focus Blast
- Calm Mind
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Dragon Tail
- Earthquake
- Fire Blast
- Stealth Rock
Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Hurricane
- Heat Wave
- Superpower
- U-turn
Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 240 HP / 180 Def / 88 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Will-O-Wisp
Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Moonblast
- Thunder Wave
- Soft-Boiled
- Calm Mind
Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Bullet Seed
- Mach Punch
- Drain Punch
- Swords Dance
Wanted something to supplement Breloom + Torn-T with a special attacking sweeper so I figured Calm Mind M-Alakazam would do the trick here. Had offensive chomp before but I was kind of getting tired of it keeling over to SD Tflame and some other contact attackers so went with good ole tank chomp. Torn-T set is pretty standard but honestly the last move is really up to player preference. I played around with HP Ice / Taunt / and maybe in the future I'll consider something like Tailwind or Substitute. For the sake of ease and getting in the guys like Loom + Kazam in easier I kept U-Turn on this build. Rotom-W is Rotom-W enough speed to outpace Jolly Crawdaunt and below in case Breloom goes down. I had Klefki before but this was when the team had a more offensive feel which I wasn't a fan of. Clef set is pretty standard helps offset M-Manectric, Lopunny, and Weavile. Healing Wish is an option over Twave to maintain the offensive aspects of the team and others like the defensive core that get worn down. SD LO Loom with Mach + Drain punch to have both power and longevity. I have no hazard removal so didn't feel Sash was necessary. Teams kind of Zard-X weak so play in a way where you don't let it set up.
		Team 6
Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Superpower
- Seed Bomb
- Facade
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 152 HP / 104 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Knock Off
- U-turn
Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Hidden Power [Ice]
- Flamethrower
- Thunderbolt
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Flash Cannon
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Psyshock
- Rapid Spin
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Dragon Tail
		Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Superpower
- Seed Bomb
- Facade
Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 152 HP / 104 SpA / 252 Spe
Timid Nature
- Hurricane
- Heat Wave
- Knock Off
- U-turn
Manectric-Mega @ Manectite
Ability: Lightning Rod
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Volt Switch
- Hidden Power [Ice]
- Flamethrower
- Thunderbolt
Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Magnet Rise
- Flash Cannon
Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Ice Beam
- Psyshock
- Rapid Spin
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Dragon Tail
I started with the core of Breloom + Tornadus-T + Manectric-Mega. Basically, Breloom takes care of threats of VoltTurn core like Bisharp and fat grounds. Because I didn't needed more wallbreak capacity, Tornadus-T have AV. Klefki is really good in this metagame, it sets up spikes and it is a emergency button for setup sweepers like DD Charizard-X. Starmie is my spinner. I think a water-type is necessary for all builds. Next we have Garchomp, it has an unrated set that i will explain later.
It is really unrated and people often switches Ferrothorn against Breloom oO. The popularity of SpeDef Skarmory is also nice for him. I choose the wallbreaker set for Breloom because I already have tools for offense. Tornadus-T has Heat Wave because I don't think Focus Blast is needed. It really nice against Skarmory. Klefki has Magnet Rise because Landorus-T Scarf can really beat me in lategame. Flash Cannon is obligatary for Diancie-Mega because Rock Polish Diancie-Mega can literally clean up the game. Starmie has Psyshock > Psychic for Chansey. The standard Goth Stall doesn't really have switch-ins to Tornadus-T bar Chansey. And if it doesn't have its Eviolite anymore, Starmie can 2HKO Chansey (252 SpA Life Orb Starmie Psyshock vs. 4 HP / 252+ Def Chansey: 281-331 (43.7 - 51.5%) -- 8.2% chance to 2HKO) after some damage (Knock Off, hazards damage). Finally, we have Garchomp this set is really unrated. When people see Rocky Helmet, they think that their Clefable is safe. EQ does a lot (see replay) and the rest of the team can kill it. Same for Hippowdon.
		It is really unrated and people often switches Ferrothorn against Breloom oO. The popularity of SpeDef Skarmory is also nice for him. I choose the wallbreaker set for Breloom because I already have tools for offense. Tornadus-T has Heat Wave because I don't think Focus Blast is needed. It really nice against Skarmory. Klefki has Magnet Rise because Landorus-T Scarf can really beat me in lategame. Flash Cannon is obligatary for Diancie-Mega because Rock Polish Diancie-Mega can literally clean up the game. Starmie has Psyshock > Psychic for Chansey. The standard Goth Stall doesn't really have switch-ins to Tornadus-T bar Chansey. And if it doesn't have its Eviolite anymore, Starmie can 2HKO Chansey (252 SpA Life Orb Starmie Psyshock vs. 4 HP / 252+ Def Chansey: 281-331 (43.7 - 51.5%) -- 8.2% chance to 2HKO) after some damage (Knock Off, hazards damage). Finally, we have Garchomp this set is really unrated. When people see Rocky Helmet, they think that their Clefable is safe. EQ does a lot (see replay) and the rest of the team can kill it. Same for Hippowdon.
Team 7
	
	
	
	
	
	This round I decided to go for a solid classic offensive build. The focus of this team is to apply a huge amount of offensive pressure with multiple hard-hitters, set-up sweepers and priority, with a comprehensive offensive synergy to break whatever the opponent brings.
		
	 With technician, Breloom has the strongest Mach punch in the game, making up for his low speed and crippling the likes of Heatran, M-Gyara. Rock tomb further compliments this by slowing down a switch-in to outspeed next turn. Spore is just fantastic for crippling an opponent and giving free set-up to one of the other members and bullet seed takes on the likes of Rotom-W, Hippowdon, which could cause trouble. Focus sash allows him to check the likes of CharY provided rocks are off the field.
		
	 CharX makes a great partner for Breloom and is also imo probably the best mon in OU right now so why not. CharX counters the many fire and grass types which Loom struggles with and appreciates Breloom removing problem mons such as Hippo, Quagsire, Heatran etc to pave the way for a sweep. Standard DD set is just so hard to counter once set-up and this is my main wincon. Immunity to burns is also a huge bonus for this team.
		
	 Thundurus was the next addition and completes the Breloom-flying core. With expert belt and STAB, HP flying is surprisingly powerful and helps to break through the bulky grass types such as M-Venu, especially as most would expect HP ice, M-Lopunny etc. Thunder wave cripples set-up sweepers and scarfers which is especially important on a team like this which relies so much on speed. Thunderbolt helps with faster waters such as Manaphy which Breloom struggles with. Sludge wave in the final slot as a fairy check for the likes of unaware Clefable, M-Altaria and M-Gardevoir. I went for e-belt over life orb because Thundy is quickly worn down by rocks + LO recoil, the damage difference is negligible when all the important hits will be hitting stuff super effectively.
		
	 With PuP and Lum berry, Azu can power up on a switch to essentially become CB Azu with the ability to switch moves, which is scary for any team. Lum berry allows safe switch-ins on scald spam which can trouble the team and to destroy mons that would normally try to cripple the team with will-o-wisp such as M-Sableye. It also means he can have second chances to set-up unlike BD. Has good offensive and defensive synergy, completing a FWG core, and aqua jet hits most of mach punch's resists hard. EVs to outspeed opposing belly drum Azu and KO (most of the time) with play rough after BD, sitrus berry and rocks.
		
	 At this point I was missing hazards, hazard removal, and I wanted a pursuit trapper. Ttar and Exca fit the bill perfectly. They also have a surprisingly good defensive synergy with the rest of the team which is unusual for these two. Tyranitar has 3 jobs - set rocks, pursuit trap Latis, and set sand for Exca. As such I went defensive to allow him to come in, tank hits, and repeatedly get his jobs done throughout a match. EVs allow him to tank 2 +1 dragon claws from CharX after SR then the rest in SpD for tanking draco meteors. I prefer leftovers over smooth rock as I find the increased longevity to keep coming in throughout the match to set sand more valuable than the sand duration being extended, and Exca doesn't usually stay in too long anyway. Plus sometimes I don't want the sand around too long if I'm preserving Loom's sash for a specific threat. He also provides a Talonflame check with stone edge and he can tank EQs from Lando and Chomp and retaliate with ice beam.
		
	 Excadrill provides essential hazard removal and also acts as a revenge killer, fairy killer, and secondary wincon with swords dance. Air balloon helps mitigate a common ground weakness once Charizard has evolved and gives more switch-in opportunities. He can check powerful fast electrics such as M-Mane and Raikou and is also a useful T-wave and toxic switch-in.
		
	
	
	
	
	
	Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Rock Tomb
- Spore
Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
Thundurus @ Expert Belt
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Flying]
- Sludge Wave
Azumarill @ Lum Berry
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Power-Up Punch
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Iron Head
- Earthquake
- Swords Dance
		Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Mach Punch
- Bullet Seed
- Rock Tomb
- Spore
Charizard-Mega-X @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Roost
Thundurus @ Expert Belt
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Thunder Wave
- Thunderbolt
- Hidden Power [Flying]
- Sludge Wave
Azumarill @ Lum Berry
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Aqua Jet
- Waterfall
- Play Rough
- Power-Up Punch
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam
Excadrill @ Air Balloon
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Rapid Spin
- Iron Head
- Earthquake
- Swords Dance
Team 8
Azelf @ Focus Sash
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Skill Swap
- Explosion
Mayweather (Breloom) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Spore
- Swords Dance
- Mach Punch
- Bullet Seed
Sacerdosse (Metagross) @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Zen Headbutt
- Meteor Mash
- Bullet Punch
- Pursuit
Super Sentai (Bisharp) @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Knock Off
- Swords Dance
- Sucker Punch
Manaphy @ Leftovers
Ability: Hydration
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
- Scald
- Tail Glow
- Hidden Power [Fire]
- Psychic
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Nasty Plot
- Hidden Power [Ice]
- Focus Blast
		Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Taunt
- Skill Swap
- Explosion
Mayweather (Breloom) @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Spore
- Swords Dance
- Mach Punch
- Bullet Seed
Sacerdosse (Metagross) @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Zen Headbutt
- Meteor Mash
- Bullet Punch
- Pursuit
Super Sentai (Bisharp) @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Knock Off
- Swords Dance
- Sucker Punch
Manaphy @ Leftovers
Ability: Hydration
EVs: 40 HP / 252 SpA / 216 Spe
Modest Nature
- Scald
- Tail Glow
- Hidden Power [Fire]
- Psychic
Thundurus @ Life Orb
Ability: Prankster
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Thunderbolt
- Nasty Plot
- Hidden Power [Ice]
- Focus Blast
Ok so I chose Thundurus as my flying type to core with Breloom and went for Hyper Offense as those two are incredible offensive mons. Thundurus is really a monster at the moment and I made him and Loom set up monsters to break through stall team which people are abusing. The mixed defensive unaware Clef is 2HKO after rocks by Thundurus and can't ohko back with moonblast. Unaware clef being one of the few mons (with stuff like zapdos) not fearing Loom in a stall team (you can spore it however wich is pretty cool, and you can spore Skarm). Sash loom to be able to SD and hits as much as possible. If opponent brings latios for exampleand you're +2 attack, you will 100% the time kill it with the combinaison of bullet seed + mach punch. In fact, if he choses to defog and not hit you, you may kill it just with bullet seed: 4 hits and 5 hits bullet seed is guaranteed 100%KO on latios at +2, and you have a +2 loom who has still his focus sash which is very dangerous for the opponent. (you also have a chance to ohko it with just 3 hits after rocks)
This is why rocks are crucial and I decided to go with suicide lead Azelf even if some friends remind me all the time they think he's bad. I just love it haha. He's a very fast taunter preventing opponents to do crazy stuff turn 1 and preventing them getting their hazards. It's simple: you taunt if you face a support mon and you just get rocks. Right after, u just BOOM, no matter what your opponent does (you don't care if he brings a ghost predicting the boom, the goal it to keep momentum). If opponent has offensive team, the Boom may actually ohko one mon (the perfect scenario is when u get rocks and kill a mon with Azelf). Why I like it? Its fast and I don't have to have to think of what I am going to do turn 1, I prefer a simple plan: u get rocks turn 1 and you proceed to take souls. Boom also preventing any attempt of your opponent to spin or defog. Skill swap is there to get rocks anyways in front of mega Diancie and mega Sableye. Opponent will sometimes not mega evolve on the skill swap but it's too risky to predict this kind of stuff, if he does not mega evolve then so be there's nothing you can do about it.
The goal is to always put pressure this is why almost every mon can set up: opponent tries to spin with defensive starmie on manaphy? Just tail glow. It tries to do it in front of loom? 0hko it with bullet seed (assuming sash is still effective). Tries to defog? Bring the other monster of the team: Bisharp. Bisharp being the one mon I will send after the boom if I see opponent has a starmie, so he won't be able to spin (sucker punchand don't tell me about reflect type starmie). Lum berry so mega sable can't hope to just come and burn you, and you won't fear some random alomomola scalds, or thundy's twaves for examples.
Speaking of tail glow, the set of Manaphy is made to lure in one of the few switchs in to this monster: mega Venusaur which will be a pain to the team otherwise. You ohko any form of mega venusaur after one tail glow. (I know some people will read and go calc with a 252hp/252 spedef mega venu haha, its more than 30%chance to ohko this one after rocks, but who plays 252hp/252spedef calm mega Venu?). It also hits lures ferros so you mega Metagross can put some work. Even with that moveset, Slowbros are not counters to TG mana. 216 speed to be sure to outspeed any Kyurem B that has not a speed boosting nature.
Manaphy and mega gross being the 2 monsters to be able to take a hit from mega Bunny and hit hard in return. Because of course mega Bunny is a threat to any offensive team so just be sure to keep your manaphy and mega gross healthy and you should be fine (you also have loom to threaten it with mach punch). As we saw above, the manaphy moveset is competely walled by lati@s so pursuit mega gross to get rid of these dragons and the gothitelles so the opponent won't be able to trick your manaphy, enabling this little cute blue things to take souls. Mega gross is not only a powerhouse but he also has great bulk and excellent speedtier (with prio BP to hit weaviles who think they can be fancy and stay in front of a mega gross!) so the team can perform well against offensive teams as well.
		This is why rocks are crucial and I decided to go with suicide lead Azelf even if some friends remind me all the time they think he's bad. I just love it haha. He's a very fast taunter preventing opponents to do crazy stuff turn 1 and preventing them getting their hazards. It's simple: you taunt if you face a support mon and you just get rocks. Right after, u just BOOM, no matter what your opponent does (you don't care if he brings a ghost predicting the boom, the goal it to keep momentum). If opponent has offensive team, the Boom may actually ohko one mon (the perfect scenario is when u get rocks and kill a mon with Azelf). Why I like it? Its fast and I don't have to have to think of what I am going to do turn 1, I prefer a simple plan: u get rocks turn 1 and you proceed to take souls. Boom also preventing any attempt of your opponent to spin or defog. Skill swap is there to get rocks anyways in front of mega Diancie and mega Sableye. Opponent will sometimes not mega evolve on the skill swap but it's too risky to predict this kind of stuff, if he does not mega evolve then so be there's nothing you can do about it.
The goal is to always put pressure this is why almost every mon can set up: opponent tries to spin with defensive starmie on manaphy? Just tail glow. It tries to do it in front of loom? 0hko it with bullet seed (assuming sash is still effective). Tries to defog? Bring the other monster of the team: Bisharp. Bisharp being the one mon I will send after the boom if I see opponent has a starmie, so he won't be able to spin (sucker punch
Speaking of tail glow, the set of Manaphy is made to lure in one of the few switchs in to this monster: mega Venusaur which will be a pain to the team otherwise. You ohko any form of mega venusaur after one tail glow. (I know some people will read and go calc with a 252hp/252 spedef mega venu haha, its more than 30%chance to ohko this one after rocks, but who plays 252hp/252spedef calm mega Venu?). It also hits lures ferros so you mega Metagross can put some work. Even with that moveset, Slowbros are not counters to TG mana. 216 speed to be sure to outspeed any Kyurem B that has not a speed boosting nature.
Manaphy and mega gross being the 2 monsters to be able to take a hit from mega Bunny and hit hard in return. Because of course mega Bunny is a threat to any offensive team so just be sure to keep your manaphy and mega gross healthy and you should be fine (you also have loom to threaten it with mach punch). As we saw above, the manaphy moveset is competely walled by lati@s so pursuit mega gross to get rid of these dragons and the gothitelles so the opponent won't be able to trick your manaphy, enabling this little cute blue things to take souls. Mega gross is not only a powerhouse but he also has great bulk and excellent speedtier (with prio BP to hit weaviles who think they can be fancy and stay in front of a mega gross!) so the team can perform well against offensive teams as well.
Team 9
Before I get into the team i made, i want to talk about the challenge for this round itself. The core is actually fairly common, and i already had a TON of teams with this core (nearly every breloom team I have, and i have around 440+ teams). For example, there is “cosine’s sashspam team” (chomp / diancie / starmie / bisharp / talonflame / breloom), which is basically just a super standard offense that is more sash-oriented with this version. I have numerous other versions of similar teams that have loom, and because the team structure is so similar i have even fooled around with something like loom / torn / bish / diancie / tran / subsplit starmie (yes, that’s right), and due to the natural synergy between the members the team ends up working out well most of the time. I have even paired breloom with aerodactyl to cover the flying weakness in one go, and then compensating any buildup of a grass (venu/loom/cele) weakness afterwards.
The main things to notice about the core is that overall, i find that the offense matchup is pretty good if you can pressure the opponent with loom and have decent momentum / synergy (for example, RP diancie works well with loom since if you just stay in on torns for example and they u-turn you get off a huge hit or a free spore, while if they stay in they make themselves prone to a sweep afterwards). In the stall matchup, i find quagsire stall eventually develops to be a problem for a lot of builds. With the natural way breloom is, the way you develop the rest of your team for type synergy ends up building a big quagsire weakness as the common bish partner or another SD’er with loom cannot break it (although it can often break weakened hippo, chomp, or lando-t, the more common grounds), and since you have a grass type in loom already the team simply does not naturally develop other ways to combat quag. This becomes a problem in the stall matchup as they always have some other answer to loom (the best stall atm, “bof stall” or “abr stall”, packs amoonguss (i have no idea why people used cress earlier, screw lando-i) which hard stops loom. If you don’t pack too many other answers to it, the stall matchup becomes a huge problem. When i built this team, i built it with these concepts in mind and also to deviate from all my past builds (and i have quite a few) to produce something fresh and effective. I am actually extremely happy that this build turns out to be very similar to an old XY relic, which basically followed a similar structure and ended up being the team I used most when i qualified for OLT last year.
For reference, this was a dice team featuring sash force palm breloom / rocks lando-i / manectric / bd azu / bish / taunt wisp hex gar. With a lando-i and the particular gar set (and bd azu), the team was not very stall weak and although it did not feature a flying type attack, lando-i + gar were generally enough to handle venu's that troubled the rest of the team. Without the freedom of lando-i or the viability of taunt wisp hex gar in stallbreaking due to sableye, i had to try some alternative routes. I tried out klefki / craw > azu / bish because spikes and dog+lobster seemed nice, but the team developed too large of a keldeo weaknesses and i didn’t like it overall. Gar also didn’t fit amazingly, so this is where i decided on torn as my main flying type partner with breloom. With LO Taunt + mixed 3 atks, it is a potent force against stall. Cane / SPower / Knock / Taunt does the best against stall, but i decided that it was better to have U-Turn to keep up momentum (especially since i have no hazard remover, i can’t allow my opponent to force too many switches), and it pairs well with manectric. With Taunt + SPower i feel fine against chansey, and skarm is not so problematic as the rest of my team compensates for it nicely with loom to spore, manec as a direct answer, banded azu to really pressure it low (esp. with rocks), and smack down lando-t. Even then, with taunt itself torn becomes a huge problem for stall to face.
To explain the loom set, I knew i would be using LO SD since it is such a potent sweeper and overall i like SD a lot more than rock tomb, focus punch, force palm, or anything else. Sash is potentially nice sometimes, but I feel it is often wasted and without hazard removal, it becomes a very dedicated lead which I don’t think is the best way to play loom since it is very potent mid-late game, as the advantage of getting off a spore or a random SD is often much higher than what it gives you at the beginning of a game when they have 6 options for sleep-fodder and full health mons. I generally prefer adamant for the extra power, but I decided on jolly since the team has somewhat of a bisharp weakness (bisharp honestly does not get too much free reign against my team to SD, but i guess it could catch a defiant boost on a double or SD against my own bisharp which is ada and non sd and try to break my team), so with jolly loom I have more insurance against it.
Since i have already tried many other flying checks in oras to pair with loom, i decided to go with mega mane this time. It is stellar vs opposing offense and forms a great voltturn core with torn that helps mainly loom, bish, and azu come in easily to bring in the pain for the opponent. The typings don’t really have that many key resistances, but they do cover each others main weakneses and the rest of the team works well to sponge remaining weaknesses.
To cover the wide range of attacks this team was weak to including dragon, psychic, ice, strong water attacks, etc. I added the amazing Azu + Bish core. You may have noticed that the azu is not belly drum, which might actually be pretty curious for you since one of the great things bish does is force a draco from standard lati’s which can give azu very easy set-up. BD is kinda lackluster in the current metagame, so i knew i would be running something else. I was initially banded facade, but after some testing I decided to give Lum PuP a shot. Although it hurts to not be as strong off the bat, the freedom to switch up moves is ultimitely more useful so that the opponent can't get too much momentum against my team, especially with electric types. Azu is my main scald switchin (one reason i used to have facade), and in general a nice WoW absorber with lum, while PuP allows it to regain that power it used to have with a band and stop some fat non-unaware stuff from setting up on it.
I normally end up using jolly sd lo on most of my bishes, but it turned out to be different for this team. With SD on lando-t and loom i didn’t really feel the need for it on bish, and i found pursuit to be much more necessary as latias could become extremely annoying. With manec and torn to bring it in really easily (especially manec on latis) it can quickly help break the opponent. The dark typing is really key to the synergy of the team, and it provides a third form of strong priority that’s great at helping this team beat offense. A well timed pursuit / sucker can really change the game and break the opponent. With Dread Plate the bish has greater longevity as well, so you can maintain it as a check to stuff like clefable longer.
Finally, SD Smack Down Lando-T rounds off the team very well. as a secondary ground immunity, an electric immunity, and is much more solid against edge-quake than torn-t. Double intimidate with manectric is really nice to check physical attackers, so stuff like lopunny will not have the easiest time running through (a lot of priority also provides good matchup vs opposing offense). With a Lum Berry and SD it can set up rocks against Sableye stall or absorb a spore from amoonguss, and smack down helps it keep those rocks up by beating skarmory (it also is great to stop rotom-w from getting of a free wisp / momentum. Otherwise, its great for breaking balance right from the get-go by putting the opponent on the defensive immediately. It can especially break balance mid-to late game by just muscling through the fat mons left. Azu and Bish really help to cover some of the strong special attacks lando is weak to like strong hydro/scalds and ice beams or perhaps a psychic, shadow ball, dark pulse, or draco meteor. Its also pretty unexpected (especially with lum), but i haven’t really missed u-turn and overall it does really well.
The only thing i am possibly change i am currently considering is a yache berry on lando-t since manectric takes a huge chunk from stuff like lo focus blast from thundurus, and it isn’t the best check to stuff like assault vest raikou or opposing manectric. The triple priority really helps opposing elecs, but if you find yourself struggling too much with electric types then a yache berry would make it a better answer to electric types. Overall though i think it would be much more inconsistent, and in the end just not worthwhile over lum. Also, 29 HP Ivs on loom are to reduce LO recoil by 1 so the difference is made up in 2 lo hits, while each hit after that will result in loom having 1 more hp than it would have had with 31 hp ivs (just something i do with a lot of LO mons).
		The main things to notice about the core is that overall, i find that the offense matchup is pretty good if you can pressure the opponent with loom and have decent momentum / synergy (for example, RP diancie works well with loom since if you just stay in on torns for example and they u-turn you get off a huge hit or a free spore, while if they stay in they make themselves prone to a sweep afterwards). In the stall matchup, i find quagsire stall eventually develops to be a problem for a lot of builds. With the natural way breloom is, the way you develop the rest of your team for type synergy ends up building a big quagsire weakness as the common bish partner or another SD’er with loom cannot break it (although it can often break weakened hippo, chomp, or lando-t, the more common grounds), and since you have a grass type in loom already the team simply does not naturally develop other ways to combat quag. This becomes a problem in the stall matchup as they always have some other answer to loom (the best stall atm, “bof stall” or “abr stall”, packs amoonguss (i have no idea why people used cress earlier, screw lando-i) which hard stops loom. If you don’t pack too many other answers to it, the stall matchup becomes a huge problem. When i built this team, i built it with these concepts in mind and also to deviate from all my past builds (and i have quite a few) to produce something fresh and effective. I am actually extremely happy that this build turns out to be very similar to an old XY relic, which basically followed a similar structure and ended up being the team I used most when i qualified for OLT last year.
For reference, this was a dice team featuring sash force palm breloom / rocks lando-i / manectric / bd azu / bish / taunt wisp hex gar. With a lando-i and the particular gar set (and bd azu), the team was not very stall weak and although it did not feature a flying type attack, lando-i + gar were generally enough to handle venu's that troubled the rest of the team. Without the freedom of lando-i or the viability of taunt wisp hex gar in stallbreaking due to sableye, i had to try some alternative routes. I tried out klefki / craw > azu / bish because spikes and dog+lobster seemed nice, but the team developed too large of a keldeo weaknesses and i didn’t like it overall. Gar also didn’t fit amazingly, so this is where i decided on torn as my main flying type partner with breloom. With LO Taunt + mixed 3 atks, it is a potent force against stall. Cane / SPower / Knock / Taunt does the best against stall, but i decided that it was better to have U-Turn to keep up momentum (especially since i have no hazard remover, i can’t allow my opponent to force too many switches), and it pairs well with manectric. With Taunt + SPower i feel fine against chansey, and skarm is not so problematic as the rest of my team compensates for it nicely with loom to spore, manec as a direct answer, banded azu to really pressure it low (esp. with rocks), and smack down lando-t. Even then, with taunt itself torn becomes a huge problem for stall to face.
To explain the loom set, I knew i would be using LO SD since it is such a potent sweeper and overall i like SD a lot more than rock tomb, focus punch, force palm, or anything else. Sash is potentially nice sometimes, but I feel it is often wasted and without hazard removal, it becomes a very dedicated lead which I don’t think is the best way to play loom since it is very potent mid-late game, as the advantage of getting off a spore or a random SD is often much higher than what it gives you at the beginning of a game when they have 6 options for sleep-fodder and full health mons. I generally prefer adamant for the extra power, but I decided on jolly since the team has somewhat of a bisharp weakness (bisharp honestly does not get too much free reign against my team to SD, but i guess it could catch a defiant boost on a double or SD against my own bisharp which is ada and non sd and try to break my team), so with jolly loom I have more insurance against it.
Since i have already tried many other flying checks in oras to pair with loom, i decided to go with mega mane this time. It is stellar vs opposing offense and forms a great voltturn core with torn that helps mainly loom, bish, and azu come in easily to bring in the pain for the opponent. The typings don’t really have that many key resistances, but they do cover each others main weakneses and the rest of the team works well to sponge remaining weaknesses.
To cover the wide range of attacks this team was weak to including dragon, psychic, ice, strong water attacks, etc. I added the amazing Azu + Bish core. You may have noticed that the azu is not belly drum, which might actually be pretty curious for you since one of the great things bish does is force a draco from standard lati’s which can give azu very easy set-up. BD is kinda lackluster in the current metagame, so i knew i would be running something else. I was initially banded facade, but after some testing I decided to give Lum PuP a shot. Although it hurts to not be as strong off the bat, the freedom to switch up moves is ultimitely more useful so that the opponent can't get too much momentum against my team, especially with electric types. Azu is my main scald switchin (one reason i used to have facade), and in general a nice WoW absorber with lum, while PuP allows it to regain that power it used to have with a band and stop some fat non-unaware stuff from setting up on it.
I normally end up using jolly sd lo on most of my bishes, but it turned out to be different for this team. With SD on lando-t and loom i didn’t really feel the need for it on bish, and i found pursuit to be much more necessary as latias could become extremely annoying. With manec and torn to bring it in really easily (especially manec on latis) it can quickly help break the opponent. The dark typing is really key to the synergy of the team, and it provides a third form of strong priority that’s great at helping this team beat offense. A well timed pursuit / sucker can really change the game and break the opponent. With Dread Plate the bish has greater longevity as well, so you can maintain it as a check to stuff like clefable longer.
Finally, SD Smack Down Lando-T rounds off the team very well. as a secondary ground immunity, an electric immunity, and is much more solid against edge-quake than torn-t. Double intimidate with manectric is really nice to check physical attackers, so stuff like lopunny will not have the easiest time running through (a lot of priority also provides good matchup vs opposing offense). With a Lum Berry and SD it can set up rocks against Sableye stall or absorb a spore from amoonguss, and smack down helps it keep those rocks up by beating skarmory (it also is great to stop rotom-w from getting of a free wisp / momentum. Otherwise, its great for breaking balance right from the get-go by putting the opponent on the defensive immediately. It can especially break balance mid-to late game by just muscling through the fat mons left. Azu and Bish really help to cover some of the strong special attacks lando is weak to like strong hydro/scalds and ice beams or perhaps a psychic, shadow ball, dark pulse, or draco meteor. Its also pretty unexpected (especially with lum), but i haven’t really missed u-turn and overall it does really well.
The only thing i am possibly change i am currently considering is a yache berry on lando-t since manectric takes a huge chunk from stuff like lo focus blast from thundurus, and it isn’t the best check to stuff like assault vest raikou or opposing manectric. The triple priority really helps opposing elecs, but if you find yourself struggling too much with electric types then a yache berry would make it a better answer to electric types. Overall though i think it would be much more inconsistent, and in the end just not worthwhile over lum. Also, 29 HP Ivs on loom are to reduce LO recoil by 1 so the difference is made up in 2 lo hits, while each hit after that will result in loom having 1 more hp than it would have had with 31 hp ivs (just something i do with a lot of LO mons).
Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Spore
- Mach Punch
- Bullet Seed
- Swords Dance
Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Hurricane
- Superpower
- U-turn
- Taunt
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]
Azumarill @ Lum Berry
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Power-Up-Punch
Bisharp @ Dread Plate
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Pursuit
Landorus-Therian @ Lum Berry
Ability: Intimidate
EVs: 252 Atk / 12 Def / 244 Spe
Adamant Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Smack Down
		Ability: Technician
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
IVs: 29 HP
- Spore
- Mach Punch
- Bullet Seed
- Swords Dance
Tornadus-Therian @ Life Orb
Ability: Regenerator
EVs: 76 Atk / 180 SpA / 252 Spe
Naive Nature
- Hurricane
- Superpower
- U-turn
- Taunt
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]
Azumarill @ Lum Berry
Ability: Huge Power
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Waterfall
- Play Rough
- Aqua Jet
- Power-Up-Punch
Bisharp @ Dread Plate
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Knock Off
- Iron Head
- Sucker Punch
- Pursuit
Landorus-Therian @ Lum Berry
Ability: Intimidate
EVs: 252 Atk / 12 Def / 244 Spe
Adamant Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Smack Down
Team 10
#AngryBirds
This is a team made by me (or us huehuehue) which primarily focused on ensuring a Mega Pinsir/Breloom sweep or ScarfTran clean. The initial core began with Mega Pinsir and Breloom, as these two have some great offensive synergy, with Breloom being able to capitalize on and weaken most of the "checks" to Mega Pinsir including TankChomp and SpDef Skarm.
Being extremely Weavile weak did the core no favors, however, we exploited this through adding Klefki and ScarfTran, giving us a method of speed control, some nichze hazard stacking to make Pinsir's job easier, and a way to generate a secondary wincon via cleaning with Tran. Lati was added as a much-needed Keldeo check; we felt that a spinner wasn't needed, considering the opponent was pressured to Defog anyways, and this allowed Pinsir to come in much more freely, which was good for us. Additionally, Lati was Pursuit bait, initiating a way for Breloom to get a free SD and wreak havoc.
Finally, considering our best sand check was Breloom (lol) and as we had no rocks to pressure opposing teams, we decided on defensive Lando-T.
Annoyances to this team include Mega Diancie and Nasty Plot Thundurus :]
		This is a team made by me (or us huehuehue) which primarily focused on ensuring a Mega Pinsir/Breloom sweep or ScarfTran clean. The initial core began with Mega Pinsir and Breloom, as these two have some great offensive synergy, with Breloom being able to capitalize on and weaken most of the "checks" to Mega Pinsir including TankChomp and SpDef Skarm.
Being extremely Weavile weak did the core no favors, however, we exploited this through adding Klefki and ScarfTran, giving us a method of speed control, some nichze hazard stacking to make Pinsir's job easier, and a way to generate a secondary wincon via cleaning with Tran. Lati was added as a much-needed Keldeo check; we felt that a spinner wasn't needed, considering the opponent was pressured to Defog anyways, and this allowed Pinsir to come in much more freely, which was good for us. Additionally, Lati was Pursuit bait, initiating a way for Breloom to get a free SD and wreak havoc.
Finally, considering our best sand check was Breloom (lol) and as we had no rocks to pressure opposing teams, we decided on defensive Lando-T.
Annoyances to this team include Mega Diancie and Nasty Plot Thundurus :]
Tom @ Pinsirite
Ability: Aerilate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- Swords Dance
- Quick Attack
- Earthquake
Jerry @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Mach Punch
- Seed Bomb
- Superpower
Ed @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Draco Meteor
- Psyshock
- Defog
Edd @ Leftovers
Ability: Prankster
EVs: 252 HP / 56 Def / 200 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Dazzling Gleam
- Spikes
- Torment
Eddy @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Earth Power
- Flash Cannon
- Stone Edge
Taz @ Leftovers
Ability: Intimidate
EVs: 240 HP / 208 Def / 52 SpD / 8 Spe
Impish Nature
- Stone Edge
- Stealth Rock
- U-turn
- Earthquake
		Ability: Aerilate
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Frustration
- Swords Dance
- Quick Attack
- Earthquake
Jerry @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Mach Punch
- Seed Bomb
- Superpower
Ed @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Roost
- Draco Meteor
- Psyshock
- Defog
Edd @ Leftovers
Ability: Prankster
EVs: 252 HP / 56 Def / 200 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Dazzling Gleam
- Spikes
- Torment
Eddy @ Choice Scarf
Ability: Flash Fire
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fire Blast
- Earth Power
- Flash Cannon
- Stone Edge
Taz @ Leftovers
Ability: Intimidate
EVs: 240 HP / 208 Def / 52 SpD / 8 Spe
Impish Nature
- Stone Edge
- Stealth Rock
- U-turn
- Earthquake
Holy shit, 10 teams!! Fantastic. And a good amount of variety here which is pretty cool. Please bold your vote.
Voting ends on Thursday around 8:15 P:M (GMT -5)
Have fun!




















	
	
	
	
	
	
	
	
	
	
	




	
	
	
	
	
	
	
