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

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smh sand weak teams

fuck wheres my mega, im gonna need to rework this :/
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ive not even tested this yet but Scolipede is utter ass. it hits like a wet noodle and gets stopped by so much common shit its unreal and is a really disappointing mon. but whatever, I put it alongside the basic fundamentals that i use when building HO (Defensive Lando-T, Klefki, and Scarf Keldeo) because its one of the most splashable and efficient cores that actually work and the amount of shit they cover is unreal. but anyway Scolipede might be cool with spikes support because spikes work with everything. I took a different approach to this in Fairy Lock Klefki because it allows me to effectively and efficiently remove Scolipede answers easily and it just sounds cool in general. Adamant LO Bisharp because jolly variants eat ass and you do up to 80% v Lop at +2, if that isn't totally terrifying I don't know what is. Torn-T helps a little with some stuff including Serperior and Stall because LO Taunts just crazy underrated right now. Pidgeot also functions in the same way of Torn-T and might as well use my mega slot on it. and yes this is weak to Keldeo but you pivot into it with Klefki, scout the set judging by damage, if it's specs, spike on it and rk with torn and if its scarf you just gotta play accordingly and dont get owned by it. if its subcm you're in deep shit but you can dgleam it and scare it out, but you cannot give it free setups with bish or lando. and if you're not a fan of sab like myself you can just take the easy way out against it and run lum sharp :/. electrics are a problem too but you kinda beat them with spikes, scarfdeo and bisharp pressure

Scolipede @ Life Orb
Ability: Speed Boost
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Poison Jab
- Swords Dance
- Megahorn
- Aqua Tail

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 248 Def / 8 SpD
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 80 SpA / 176 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Dazzling Gleam
- Fairy Lock

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

Pidgeot @ Pidgeotite
Ability: Keen Eye
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Work Up
- Roost
- Defog

the pidgeot model is by DJTHED and its awesome
 
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Nothing too fancy as far as what mons are the the team, but I decided to mix it up with a few of the sets here. The whole synergy between Scolipede and Keldeo interested me primarily, because Scolipede handles most mons that switch in/revenge kill Keldeo (Latios, Alakazam, Clefable, Azumarill, Celebi, etc), while Keldeo breaks past Ground-types that wall Scolipede. The core given is very Talonflame weak so I decided to add Mega Manectric, which also doubles as a way to deal with Skarmory. Next I chose Landorus-T as a check to a bunch of things, ranging from Mega Charizard X and Excadrill, while being my team's Stealth Rock user. Also completes a VoltTurn core with Manectric, making sure the team always keeps up offensive momentum. Smack Down may look strange, but I chose it primarily to pressure Skarmory, so that it doesn't set up Spikes against Landorus-T freely (or even worse Defog my hazards away). Also helps with annoying 50/50 situations when my Landorus is burned by SpD Talonflame (lets me spam EQ freely against it). Next I wanted some Spikes to support because it goes very well with the offensive pressure the team applies, so Klefki was a good fit. Klefki also helps out with numerous amounts of offensive Pokemon that would be a pain otherwise such as Latios and Weavile. I chose Toxic primarily to cripple any Ground-type switch ins, making Scolipede's job easier. Lastly I went with Choice Scarf Latios to have a way to directly switch in to Keldeo, while also having something to revenge kill Mega Lopunny and +1 Mega Charizard X. The team is very pressured by Bisharp, primarily because two of the mons on my team give it an attack boost upon switching in and my only way of dealing with it is Keldeo, so watch out for that.
Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Protect
- Megahorn
- Poison Jab
- Aqua Tail

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind

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

Landorus (Landorus-Therian) @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Smack Down
- U-turn

Klefki @ Sitrus Berry
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Toxic
- Dazzling Gleam

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psychic
- Hidden Power [Fire]
- Trick
 
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Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Megahorn
- Poison Jab
- Earthquake

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Focus Blast
- Solar Beam
- Roost

Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Roost
Explanation: So let me get this out of the way my man Scolipede is absolute trash I have never seen a mon that was so affected by the baton pass clause it is ridiculous. The only good Scolipede is lead spikes but even then can be stopped by one of the ou kings named talonflame. Soooo… when I heard the god keldeo is part this core I was interested again.

I will make this brief Scolipede is trash but I went for the earthquake instead of aqua tail because I like to kill heatrans. Protect to outspeed the scarf mons that doesn’t already completely counter it *cough* *cough* Lando-T. Seriously if you can’t touch the most use mon in ou you are useless. The rest of the moveset is pretty standard.

The god named keldeo….ahhhh the mon who should have been ban in black and white before the jellicent, amoonguss parade came around. Anyways, as I rant I chose specs keldeo to any unprepared team to kill everything in sight. As words from a funny player “I would use mega heracross but then I remembered if I wanted to one shot everything I would use specs keldeo”

So I saw that I am weak to flying types so slap a very bulky set of T-tar to start the legendary sand duo and to also get rid of lati@ twins. Ice beam to lure landos and tank chomp.

Excadrill to end the other part of the legendary duo. When game freak decides to make mega excadrill with like a base 195 attack with like 100 base speed with sand rush just like black and white. Banned to the realm of ubers. Oh standard set by the way.

Mega charizard y to stop the sand just in case, it might sound stupid but if you don’t realize it but I get swiped by sand offense and again to kill everything in sight.

Latios for a scarf keldeo counter with hidden power fire in the sun helps alot with people not scouting for hidden power fire anymore so they switch in their bisharps, scizors, and ferros.
I have to get the out of the way. THEY CALL ME THE RAIN EXECUTIONER
 
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Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Megahorn
- Poison Jab
- Aqua Tail

Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Scald
- Secret Sword

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Will-O-Wisp
- Hydro Pump
- Volt Switch
- Pain Split

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 160 SpD / 96 Spe
Jolly Nature
- Stealth Rock
- Healing Wish
- Iron Head
- U-turn

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Roost
- Dragon Claw

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Defog
- Roost
- Psyshock
- Hidden Power [Fire]

One thing when I was looking at Scolipede, is that it has near perfect synergy with Rotom-W. Not only resisting Fire and Flying type attacks, but also providing Volt Switch momentum. Another thing with Rotom-W is that it also invites Clefable, meaning Volt Switching on its switch brings in Scolipede and sets up / hits something hard. Jirachi was added because it provided HW, rocks, and a fairy resist, while still bringing some momentum with U-turn. Zard X and Latios were then added because they provided a lot of fire power to the team, Zard X being a very good win con.
 
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Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Protect
- Megahorn
- Rock Slide
- Poison Jab

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Icy Wind
- Secret Sword
- Hydro Pump

Hippowdon @ Leftovers
Ability: Sand Force
EVs: 232 HP / 200 Def / 76 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Stone Edge

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
- Thunderbolt
- Heat Wave
- Roost
- Defog

Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 220 HP / 120 Def / 132 SpD / 36 Spe
Bold Nature
- Synthesis
- Giga Drain
- Sludge Bomb
- Knock Off

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- U-turn
- Trick

So, Based Godfish and I wanted to build a balance squad in direct defiance of AM and his tyrannical reign over this thread. We started off by building our defensive core first - Hippo is the go-to stealth rock user for balance squads, so that choice was pretty obvious. Edge is used in the last slot to be able to check Talon most effectively, as Scol and Keld are quite weak to it. Zapdos serves as a secondary Talonflame check, Torn-T check, and hazard control. Heat Wave is the coverage move of choice to nail Ferro/Zor for big damage. M-Venusaur rounds out the core nicely as a fairy and water check. Knock Off has amazing utility for the team, severely hampering the likes of Torn-T, Clef, and Tran. With the defensive backbone built, we started working on the offensive mons. We opted for Adamant Scoli with Tect / STABs for (moderate) power and sweeping potential - Rock Slide is the last moveslot to nail unsuspecting Talons and to give our team some way to handle Zard Y. Specs Keld serves as a breaker for Scolipede, with Icy Wind to take advantage of the Latis and Torn-T. The last slot was dedicated to a Lati switch-in, and Scarf Rachi with Trick fit the bill well, with Trick being used to take advantage of Chomp/Lando-T switch ins. Rachi also serves as a secondary Kyu-B check, along with Keldeo. This team has a few troubles with M-Eye and the Zams, with Keldeo (or IH flinches) being the best answer to the first and Scarf Rachi/+1 Spe Scol being the only answers to the latter. Still, it's a solid balance squad and a big middle finger to AM and his shitty offensive cores. <3
 
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While offensively Scolipede is able to deal with Keldeo's checks quite well, Scolipede struggles to switch into anything that threatens Keldeo, so first thing we need is an answer to Flying and Psychics which happen to trouble both Keldeo and Scolipede. Tyranitar serves as a great check to both types, especially when it can Pursuit trap said threats. A Scarf set is chosen so that it can better check Mega Pinsir, which can be a huge nuisance. In return, Keldeo and Scolipede together practically resist each of Ttar's weakness, taking SE moves directed at Ttar really well. Protect over SD on Scolipede allows it to beat Alakazam and Tornadus more reliably, which both give Ttar and Keldeo some trouble. Seismitoad covers most Water types, as well as providing SR and Knock Off support for the team; it also works as a check to Mega Scizor to a degree if Scald burns. Mega of choice is DDD Altaria which is unique as the only win-con who can also provide clerical support for Ttar burned by WoW Talonflame, and Resting Seismitoad. Gothitelle rounds off the team by serving as a reliable answer to Manaphy and Clefable, while also being able to get rid of Steel and Poisons for Altaria/Scolipede to sweep.
Scolipede @ Life Orb
Ability: Speed Boost
EVs: 24 HP / 252 Atk / 232 Spe
Adamant Nature
- Megahorn
- Poison Jab
- Rock Slide
- Protect

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Superpower
- Crunch

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
- Stealth Rock
- Scald
- Knock Off
- Rest

Gothitelle (F) @ Choice Scarf
Ability: Shadow Tag
EVs: 128 HP / 128 SpA / 252 Spe
Timid Nature
- Trick
- Psychic
- Thunder Wave
- Rest

Altaria @ Altarianite
Ability: Cloud Nine
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Roost
- Return
- Heal Bell
 
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Built with my fren ThePack :]

Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Protect
- Poison Jab
- Megahorn
- Earthquake

Keldeo-Resolute @ Life Orb
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rest
- Secret Sword
- Sleep Talk

Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Focus Blast
- Psyshock
- Will-O-Wisp

Landorus-Therian @ Leftovers / Rocky Helmet
Ability: Intimidate
EVs: 240 HP / 208 Def / 52 SpD / 8 Spe
Impish Nature
- U-turn
- Stealth Rock
- Stone Edge
- Earthquake

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
- Flash Cannon

Latias @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Healing Wish
- Draco Meteor
- Trick / Defog
- Psyshock
Built this team with my fren ThePack; huge s/o to him for always bringing a refining and editing eye to our squads. So looking at the Scoli + Keldeo core, we decided our build would focus on 3 major things: wallbreaker(s), pivots that could bring in said wallbreaker(s), cleaners to sweep up the mess in the end. We already had a cleaner in Scolipede so we just needed to focus on the former two. There was a large emphasis on the breaker(s) matching up well vs stall or fatter builds because a lot of offense teams generally get owned by that. For the main core, ThePack and I went with Protect Scolipede to serve as our late-game cleaner and weapon vs offense. Scoli also doubles as a revenge killer vs threats like M-Altaria, M-Gyara, and M-Zam. Anyways, The direction we ended up heading in demanded a solid Bisharp and Weavile response, so we rolled with RestTalk Life Orb Keldeo to address that. Keldeo can be seen as a mini wallbreaker with the LO, and the 100% burn spreading it possesses supports our cleaner very nicely. That's it for the core, now off to the team!

Initially, we chose Hoopa-U to fill the breaker role but the builds ended up pretty meh since Hoopa, unlike other wallbreakers, offers not much defensively and gets tricked by Gothitelle on stall. So I suggested we go Mega Gardevoir, a top tier balance and stall breaker, and it was agreed upon. WillOWisp Garde is what pack suggested cause crippling things like Scizor and softening the blows of M-Metagross was useful on our build. The residual damage from burn synergizes with Scolipede, putting things into range of its attacks (a burned AV Torn-T for example). After defining our wallbreaker, we wanted momentum-generating teammates that could bring it in for some free kills.

Another thing we wanted were mons that patched up the pretty big weaknesses we had such as losing to any bird and rolling over to any DD dude. Defensive Lando-T being a solid bird check and pivot made it a no-brainer addition to the team. For the next spot we originally had Raikou as a 2nd pivot and electric check, but found our team to be very weak to Ferrothorn (and Scizor, to an extent). We brainstormed a bit and Magnezone was brought up. Fedoras were tipped to that; great synergy with Garde (traps steels), VoltTurn core with Lando-T, decent fairy and dragon check. Finally, we took a few steps back and looked at what the team needed. Our Keldeo switch in was Keldeo, a paralyzed Garde is a dead Garde, Magnezone isn't exactly a Thundurus or MegaMan counter, Zard X could still win even with Lando-T, Suicune won, and fast threats kinda bodied us. So with all that, we decided Scarf HW Latias was the perfect icing on the cake.

Like I said, the team doesn't appreciate fast offensive threats such as Tornadus-T and Mega Alakazam, so Scarf Lati does a great job of mitigating this. Also helps with the match up to electrics. Trick > Defog was ThePack's idea to not only help us stallbreak better but to also not lose to Crocune straight up haha. Rocky Helmet > Leftovers is a nice alternative on Lando-T to put things like Metagross and M-Lop into Scolipede range and it fits the whole wear-down-to-sweep theme of the team. Defog > Trick is an option on Lati, but for the nature of our team and what it's weak to, it's generally better to forego such a slow play. If Defog, then it's paired with Taunt Garde or Taunt/CM Keldeo so we don't lose to CM user / Suicune. That's the squad for you.
 
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Scoli/ Keld/ Kube/ Mane/ Lando-T/ Clef
Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Megahorn
- Poison Jab
- Earthquake/Rock Slide/Aqua Tail
- Protect/SD

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Icy Wind
- Scald
- Secret Sword
- Hydro Pump

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 32 HP / 240 Atk / 236 Spe
Adamant Nature
- Fusion Bolt
- Outrage
- Iron Head
- Ice Beam

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

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Earthquake
- Stealth Rock
- Swords Dance/U-Turn
- Facade/Knock Off/Roost

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Fire Blast
- Moonblast
- Soft-Boiled
Specs Kelde because it's best keld. It smashes through teams with scald burns sheer power. I was considering life orb taunt but meh. Standard Life Orb Scoli with Protect/SD, dual stab, and whatever coverage you want. The core sucks vs flying types so I decided to run Mane as the mega of choice. but nothing on the team was that powerful so Kube to the rescue. This guy is on like half my teams lol. Now the team needs rocks and a setup sweeper, so I threw on Stealth rock SD gliscor (you can run defog over SD but i really think SD is better). Then I have no fire moves on the team to CM fire blst cef. I wanted to go pure HO but Scoli doesn't one shot everything, so the game plan is to weaken the opposing team with Kube (Outrage and EVs to destroy Hoopa-U btw) keld and mane and then sweep offense with scoli or whittle stall with the last two. Not perfect, but I actually won a few games with it at my current rank, which is like top 250, so it isn't atrocious either.
 
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Lol I thought when I went to check this there was only a few teams then I noticed I had 12 haha. Voting starts now.

For future reference I don't mind formatting but please put sprites of some sort when putting in your team for the teambuilding competition round. It makes it easier and less time consuming instead of going through each one adding in sprites on my own.

Team 1

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Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Megahorn
- Aqua Tail
- Poison Jab
- Protect

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

Bisharp @ Life Orb
Ability: Defiant
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Sucker Punch
- Pursuit
- Knock Off
- Iron Head

Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Earthquake
- Stone Edge
- U-turn
- Stealth Rock

Breloom @ Life Orb
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Mach Punch
- Bullet Seed
- Swords Dance
The only way to build around this core was full hyper offense imo. I never build ho so this was a nice challenge for me. I started with specs Keld since it's a complete monster, it's a standard set. I've never used or even seen lo scolipede but after testing with it, it was actually a decent cleaner. I went with adamant dual stab and aqua tail for coverage. Next I added mega mane since it's my favorite mega to use on more offensive teams and since it's pretty good at owning ho. After mane I noticed the lati's were kinda annoying so I added pursuit sharp pretty standard set on that. I went with soft sand lando-t as my rocker since it can get up rocks and break early game. Lastly I went with sd life orb loom to give me a better match up vs sand and mega lop. Azu and opposing melds are the biggest threats but azu can't switch in to anything and keld is just keld be careful around it
Team 2
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Scolipede (M) @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Swords Dance
- Poison Jab
- Megahorn
- Earthquake

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 30 SpA
Timid Nature
- Hydro Pump
- Secret Sword
- Scald
- Hidden Power Electric

Raikou @ Leftovers
Ability: Pressure
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 30 Atk / 30 Def
Timid Nature
- Calm Mind
- Thunderbolt
- Hidden Power Ice
- Shadow Ball

Mew @ Leftovers
Ability: Synchronize
EVs: 236 HP / 240 Def / 32 Spe
Bold Nature
- Defog
- Will-O-Wisp
- Psychic
- Roost

Altaria (F) @ Altarianite
Ability: Natural Cure
EVs: 136 HP / 48 Atk / 216 SpA / 108 Spe
Modest Nature
- Hyper Voice
- Fire Blast
- Earthquake
- Roost

Tyrantrum (M) @ Focus Sash
Ability: Rock Head
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Head Smash
- Earthquake
- Dragon Dance
- Stealth Rock
So the main problems with the scoli-keld core is that it 1. has trouble breaking bulky waters and 2. is incredibly weak to fast flying types. This more or less mandates an electric type with some bulk, and for that I chose Raikou. I like to focus on utility early in HO builds, so I picked my defogger next. Mew was my choice, as it or rhelm chomp is kinda mandatory on HO these days thanks to MLop. I still lacked a mega, and malt has key resists that help with Keldeo and Char X, two mons that would otherwise be enormous threats. Finally, I chose my suicide lead, and decided on Tyrantrum due to its good matchup against stall and birdspam, two playstles this team would otherwise be a bit weak to.
Team 3

scolipede.gif
keldeo.gif
landorus-therian.gif
latios.gif
metagross-mega.gif
rotom-wash.gif

Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Megahorn
- Aqua Tail
- Poison Jab
- Protect

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Secret Sword
- Icy Wind
- Hidden Power [Electric]

Landorus-Therian @ Soft Sand
Ability: Intimidate
EVs: 72 HP / 252 Atk / 184 Spe
Adamant Nature
- Earthquake
- U-turn
- Stone Edge
- Stealth Rock

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Trick
- Defog

Metagross @ Metagrossite
Ability: Clear Body
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Meteor Mash
- Zen Headbutt
- Hammer Arm
- Pursuit

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 212 Def / 44 Spe
Bold Nature
IVs: 0 Atk
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
Offense is the only way to do this. I went with Landorus-T + Rotom-W, a nice volt-turn core that also checks Talonflame. I went with Soft Sand Landorus-T to break through Mega Sableye, can't have that thing preventing SR when I want to play offense. Trick Scarf Latios gives me speed control, breaks Chansey and stall teams, and outspeeds Serperior, a huge threat. Mega Metagross was added next, steel typing gives me a lot of resists, especially to Lati, which I desperately need. I have no time to test this week (maybe on Tuesday! cutting it really close). Thunder Wave Rotom-W sounds possible but I thought I might need Pain Split, as Talonflame wears it down pretty fast. I think this team does have some counterplay against most archetypes, so please inform me if you see anything I missed!
I really lack time to get to a decent ladder level
http://replay.pokemonshowdown.com/ou-285153624 i actually have 1 replay..., i reckon he was on an alt.
Team 4

scolipede.gif
keldeo-resolute.gif
garchomp.gif
thundurus.gif
azumarill.gif
alakazam-mega.gif
Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Megahorn
- Rock Slide
- Earthquake
- Protect

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

Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Earthquake
- Dragon Tail
- Fire Blast

Thundurus @ Life Orb
Ability: Prankster
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Nasty Plot
- Thunderbolt
- Sludge Wave
- Thunder Wave

Azumarill @ Choice Band
Ability: Huge Power
EVs: 52 HP / 252 Atk / 204 Spe
Adamant Nature
- Play Rough
- Waterfall
- Aqua Jet
- Knock Off

Alakazam @ Alakazite
Ability: Magic Guard
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Psyshock
- Focus Blast
- Shadow Ball
- Substitute
This is a pure offensive team based on offensive synergy, with the team working together to apply pressure and break through each other's checks and counters.

545.png
LO Scolipede is a great late-game sweeper/cleaner & provides speed control with speed boost. Megahorn breaks bulky psychics (Slowbro, Latias etc) for Keldeo, earthquake for electrics, rock slide lures and catches Talon on the switch which can be a problem for the team (aqua tail is not a guaranteed KO), and Torn-T after a speed boost. Bug, rock and ground also has 100% unresisted coverage which is cool. Protect enables him to reliably outspeed threatening electrics such as M-Mane and other fast mons such as M-Zam.

647.png
Specs Keldeo is a great wallbreaker which complements the rest of the team - wears down Scoli's checks such as M-Sableye, provides a solid Bisharp counter, lures M-Venu with HP Flying, checks Weavile & ScarfTar for Thundy, etc.

445.png
Tank chomp sets rocks to help the others, absorbs T-waves & VoltTurn, and punishes common priority users such as M-Lopunny, M-Medi, Talonflame etc that could ruin Scoli, Keld, or Zam's day. Everyone knows what this thing does.

642.png
Thundurus provides insurance vs set-up sweepers, M-Lop etc with T-wave and with nasty plot adds another fast sweeper to the mix. Takes out bulky waters for Keldeo and Tran, life orb ensures the OHKO on Keldeo. Sludge wave lures problematic fairies such as M-Alt. Thundurus can be a solid wincon once grounds have been removed courtesy of Azu and Keld.

184.png
Azumarill brings powerful priority and wall breaking to the team. Specifically, he checks Keldeo, Talonflame, Tornadus-T, Latis, which can be problems, plus offers additional insurance vs Garchomp, Lando etc. Choice band is required to take care of unaware Quagsire which is another huge problem and just punches holes in stall in general, especially with knock off for the likes of Chansey. Resists most priority which the team still struggles against despite Tankchomp and EV'd to outspeed opposing Azu. Also water spam ftw, not much wants to take specs hydro + band waterfall.

065-m.png
Mega-Alakazam brings blazing speed and fits well on this offensive-based team. Stops me getting steamrolled by rain and sand. Like the others he can fulfil multiple roles, wallbreaker, sweeper, cleaner, giving lots of offensive pressure and flexibility and is often my wincon, appreciating the ability of Keldeo and Heatran to take out darks, steels and M-Sab respectively. Psyshock for special walls and Substitute stops sucker punch mind games, avoids status and increases longevity, not much can survive 2 hits from this thing if you sub on a switch.

No hazard removal because the team is focused on applying offensive pressure to keep momentum and prevent hazards, while removing hazards is a momentum drain and this team doesn't have time for that shit :)
Team 5
scolipede.gif
keldeo.gif
landorus-therian.gif
klefki.gif
bisharp.gif
5sNH214.gif

Scolipede @ Life Orb
Ability: Speed Boost
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Poison Jab
- Swords Dance
- Megahorn
- Aqua Tail

Keldeo @ Choice Scarf
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 1 Atk / 30 SpA
- Scald
- Hydro Pump
- Secret Sword
- Hidden Power [Electric]

Landorus-Therian @ Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 248 Def / 8 SpD
Impish Nature
- Stealth Rock
- Earthquake
- U-turn
- Stone Edge

Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 80 SpA / 176 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Dazzling Gleam
- Fairy Lock

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

Pidgeot @ Pidgeotite
Ability: Keen Eye
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Hurricane
- Work Up
- Roost
- Defog
ive not even tested this yet but Scolipede is utter ass. it hits like a wet noodle and gets stopped by so much common shit its unreal and is a really disappointing mon. but whatever, I put it alongside the basic fundamentals that i use when building HO (Defensive Lando-T, Klefki, and Scarf Keldeo) because its one of the most splashable and efficient cores that actually work and the amount of shit they cover is unreal. but anyway Scolipede might be cool with spikes support because spikes work with everything. I took a different approach to this in Fairy Lock Klefki because it allows me to effectively and efficiently remove Scolipede answers easily and it just sounds cool in general. Adamant LO Bisharp because jolly variants eat ass and you do up to 80% v Lop at +2, if that isn't totally terrifying I don't know what is. Torn-T helps a little with some stuff including Serperior and Stall because LO Taunts just crazy underrated right now. Pidgeot also functions in the same way of Torn-T and might as well use my mega slot on it. and yes this is weak to Keldeo but you pivot into it with Klefki, scout the set judging by damage, if it's specs, spike on it and rk with torn and if its scarf you just gotta play accordingly and dont get owned by it. if its subcm you're in deep shit but you can dgleam it and scare it out, but you cannot give it free setups with bish or lando. and if you're not a fan of sab like myself you can just take the easy way out against it and run lum sharp :/. electrics are a problem too but you kinda beat them with spikes, scarfdeo and bisharp pressure
Team 6

scolipede.gif
keldeo-resolute.gif
manectric-mega.gif
landorus-therian.gif
klefki.gif
latios.gif

Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Protect
- Megahorn
- Poison Jab
- Aqua Tail

Keldeo @ Choice Specs
Ability: Justified
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind

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

Landorus (Landorus-Therian) @ Earth Plate
Ability: Intimidate
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Stealth Rock
- Earthquake
- Smack Down
- U-turn

Klefki @ Sitrus Berry
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Spikes
- Thunder Wave
- Toxic
- Dazzling Gleam

Latios @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Draco Meteor
- Psychic
- Hidden Power [Fire]
- Trick
Nothing too fancy as far as what mons are the the team, but I decided to mix it up with a few of the sets here. The whole synergy between Scolipede and Keldeo interested me primarily, because Scolipede handles most mons that switch in/revenge kill Keldeo (Latios, Alakazam, Clefable, Azumarill, Celebi, etc), while Keldeo breaks past Ground-types that wall Scolipede. The core given is very Talonflame weak so I decided to add Mega Manectric, which also doubles as a way to deal with Skarmory. Next I chose Landorus-T as a check to a bunch of things, ranging from Mega Charizard X and Excadrill, while being my team's Stealth Rock user. Also completes a VoltTurn core with Manectric, making sure the team always keeps up offensive momentum. Smack Down may look strange, but I chose it primarily to pressure Skarmory, so that it doesn't set up Spikes against Landorus-T freely (or even worse Defog my hazards away). Also helps with annoying 50/50 situations when my Landorus is burned by SpD Talonflame (lets me spam EQ freely against it). Next I wanted some Spikes to support because it goes very well with the offensive pressure the team applies, so Klefki was a good fit. Klefki also helps out with numerous amounts of offensive Pokemon that would be a pain otherwise such as Latios and Weavile. I chose Toxic primarily to cripple any Ground-type switch ins, making Scolipede's job easier. Lastly I went with Choice Scarf Latios to have a way to directly switch in to Keldeo, while also having something to revenge kill Mega Lopunny and +1 Mega Charizard X. The team is very pressured by Bisharp, primarily because two of the mons on my team give it an attack boost upon switching in and my only way of dealing with it is Keldeo, so watch out for that.
Team 7
scolipede.gif
keldeo-resolute.gif
tyranitar.gif
excadrill.gif
charizard-mega-y.gif
latios.gif

Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Protect
- Megahorn
- Poison Jab
- Earthquake

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind

Tyranitar @ Smooth Rock
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Relaxed Nature
- Stealth Rock
- Stone Edge
- Pursuit
- Ice Beam

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rapid Spin
- Rock Slide

Charizard-Mega-Y @ Charizardite Y
Ability: Blaze
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Fire Blast
- Focus Blast
- Solar Beam
- Roost

Latios (M) @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Draco Meteor
- Psyshock
- Hidden Power [Fire]
- Roost
Explanation: So let me get this out of the way my man Scolipede is absolute trash I have never seen a mon that was so affected by the baton pass clause it is ridiculous. The only good Scolipede is lead spikes but even then can be stopped by one of the ou kings named talonflame. Soooo… when I heard the god keldeo is part this core I was interested again.

I will make this brief Scolipede is trash but I went for the earthquake instead of aqua tail because I like to kill heatrans. Protect to outspeed the scarf mons that doesn’t already completely counter it *cough* *cough* Lando-T. Seriously if you can’t touch the most use mon in ou you are useless. The rest of the moveset is pretty standard.

The god named keldeo….ahhhh the mon who should have been ban in black and white before the jellicent, amoonguss parade came around. Anyways, as I rant I chose specs keldeo to any unprepared team to kill everything in sight. As words from a funny player “I would use mega heracross but then I remembered if I wanted to one shot everything I would use specs keldeo”

So I saw that I am weak to flying types so slap a very bulky set of T-tar to start the legendary sand duo and to also get rid of lati@ twins. Ice beam to lure landos and tank chomp.

Excadrill to end the other part of the legendary duo. When game freak decides to make mega excadrill with like a base 195 attack with like 100 base speed with sand rush just like black and white. Banned to the realm of ubers. Oh standard set by the way.

Mega charizard y to stop the sand just in case, it might sound stupid but if you don’t realize it but I get swiped by sand offense and again to kill everything in sight.

Latios for a scarf keldeo counter with hidden power fire in the sun helps alot with people not scouting for hidden power fire anymore so they switch in their bisharps, scizors, and ferros.
I have to get the out of the way. THEY CALL ME THE RAIN EXECUTIONER
Team 8

scolipede.gif
keldeo-resolute.gif
rotom-wash.gif
jirachi.gif
charizard-mega-x.gif
latios.gif


Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Megahorn
- Poison Jab
- Aqua Tail

Keldeo @ Leftovers
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Substitute
- Calm Mind
- Scald
- Secret Sword

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 252 Def / 4 Spe
Bold Nature
- Will-O-Wisp
- Hydro Pump
- Volt Switch
- Pain Split

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 252 HP / 160 SpD / 96 Spe
Jolly Nature
- Stealth Rock
- Healing Wish
- Iron Head
- U-turn

Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 120 HP / 252 Atk / 136 Spe
Adamant Nature
- Dragon Dance
- Flare Blitz
- Roost
- Dragon Claw

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Defog
- Roost
- Psyshock
- Hidden Power [Fire]
One thing when I was looking at Scolipede, is that it has near perfect synergy with Rotom-W. Not only resisting Fire and Flying type attacks, but also providing Volt Switch momentum. Another thing with Rotom-W is that it also invites Clefable, meaning Volt Switching on its switch brings in Scolipede and sets up / hits something hard. Jirachi was added because it provided HW, rocks, and a fairy resist, while still bringing some momentum with U-turn. Zard X and Latios were then added because they provided a lot of fire power to the team, Zard X being a very good win con.
Team 9

scolipede.gif
keldeo-resolute.gif
hippowdon.gif
zapdos.gif
venusaur-mega.gif
jirachi.gif
Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Protect
- Megahorn
- Rock Slide
- Poison Jab

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Icy Wind
- Secret Sword
- Hydro Pump

Hippowdon @ Leftovers
Ability: Sand Force
EVs: 232 HP / 200 Def / 76 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Stone Edge

Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 176 Def / 68 SpA / 16 Spe
Bold Nature
- Thunderbolt
- Heat Wave
- Roost
- Defog

Venusaur-Mega @ Venusaurite
Ability: Thick Fat
EVs: 220 HP / 120 Def / 132 SpD / 36 Spe
Bold Nature
- Synthesis
- Giga Drain
- Sludge Bomb
- Knock Off

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Iron Head
- Zen Headbutt
- U-turn
- Trick
So, Based Godfish and I wanted to build a balance squad in direct defiance of AM and his tyrannical reign over this thread. We started off by building our defensive core first - Hippo is the go-to stealth rock user for balance squads, so that choice was pretty obvious. Edge is used in the last slot to be able to check Talon most effectively, as Scol and Keld are quite weak to it. Zapdos serves as a secondary Talonflame check, Torn-T check, and hazard control. Heat Wave is the coverage move of choice to nail Ferro/Zor for big damage. M-Venusaur rounds out the core nicely as a fairy and water check. Knock Off has amazing utility for the team, severely hampering the likes of Torn-T, Clef, and Tran. With the defensive backbone built, we started working on the offensive mons. We opted for Adamant Scoli with Tect / STABs for (moderate) power and sweeping potential - Rock Slide is the last moveslot to nail unsuspecting Talons and to give our team some way to handle Zard Y. Specs Keld serves as a breaker for Scolipede, with Icy Wind to take advantage of the Latis and Torn-T. The last slot was dedicated to a Lati switch-in, and Scarf Rachi with Trick fit the bill well, with Trick being used to take advantage of Chomp/Lando-T switch ins. Rachi also serves as a secondary Kyu-B check, along with Keldeo. This team has a few troubles with M-Eye and the Zams, with Keldeo (or IH flinches) being the best answer to the first and Scarf Rachi/+1 Spe Scol being the only answers to the latter. Still, it's a solid balance squad and a big middle finger to AM and his shitty offensive cores. <3
Team 10
scolipede.gif
keldeo.gif
tyranitar.gif
seismitoad.gif
gothitelle.gif
altaria-mega.gif

Scolipede @ Life Orb
Ability: Speed Boost
EVs: 24 HP / 252 Atk / 232 Spe
Adamant Nature
- Megahorn
- Poison Jab
- Rock Slide
- Protect

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Hydro Pump
- Secret Sword
- Icy Wind

Tyranitar @ Choice Scarf
Ability: Sand Stream
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Stone Edge
- Pursuit
- Superpower
- Crunch

Seismitoad @ Leftovers
Ability: Water Absorb
EVs: 252 HP / 244 Def / 12 Spe
Bold Nature
- Stealth Rock
- Scald
- Knock Off
- Rest

Gothitelle (F) @ Choice Scarf
Ability: Shadow Tag
EVs: 128 HP / 128 SpA / 252 Spe
Timid Nature
- Trick
- Psychic
- Thunder Wave
- Rest

Altaria @ Altarianite
Ability: Cloud Nine
EVs: 248 HP / 136 Def / 96 SpD / 28 Spe
Impish Nature
- Dragon Dance
- Roost
- Return
- Heal Bell
While offensively Scolipede is able to deal with Keldeo's checks quite well, Scolipede struggles to switch into anything that threatens Keldeo, so first thing we need is an answer to Flying and Psychics which happen to trouble both Keldeo and Scolipede. Tyranitar serves as a great check to both types, especially when it can Pursuit trap said threats. A Scarf set is chosen so that it can better check Mega Pinsir, which can be a huge nuisance. In return, Keldeo and Scolipede together practically resist each of Ttar's weakness, taking SE moves directed at Ttar really well. Protect over SD on Scolipede allows it to beat Alakazam and Tornadus more reliably, which both give Ttar and Keldeo some trouble. Seismitoad covers most Water types, as well as providing SR and Knock Off support for the team; it also works as a check to Mega Scizor to a degree if Scald burns. Mega of choice is DDD Altaria which is unique as the only win-con who can also provide clerical support for Ttar burned by WoW Talonflame, and Resting Seismitoad. Gothitelle rounds off the team by serving as a reliable answer to Manaphy and Clefable, while also being able to get rid of Steel and Poisons for Altaria/Scolipede to sweep.
Team 11
545.gif
647.gif
282-mega.gif
645-therian.gif
462.gif
380.gif

Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 29 HP
- Protect
- Poison Jab
- Megahorn
- Earthquake

Keldeo-Resolute @ Life Orb
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Rest
- Secret Sword
- Sleep Talk

Gardevoir-Mega @ Gardevoirite
Ability: Trace
EVs: 24 Def / 232 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Hyper Voice
- Focus Blast
- Psyshock
- Will-O-Wisp

Landorus-Therian @ Leftovers / Rocky Helmet
Ability: Intimidate
EVs: 240 HP / 208 Def / 52 SpD / 8 Spe
Impish Nature
- U-turn
- Stealth Rock
- Stone Edge
- Earthquake

Magnezone @ Choice Scarf
Ability: Magnet Pull
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Hidden Power [Fire]
- Thunderbolt
- Volt Switch
- Flash Cannon

Latias @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Healing Wish
- Draco Meteor
- Trick / Defog
- Psyshock
Built this team with my fren ThePack; huge s/o to him for always bringing a refining and editing eye to our squads. So looking at the Scoli + Keldeo core, we decided our build would focus on 3 major things: wallbreaker(s), pivots that could bring in said wallbreaker(s), cleaners to sweep up the mess in the end. We already had a cleaner in Scolipede so we just needed to focus on the former two. There was a large emphasis on the breaker(s) matching up well vs stall or fatter builds because a lot of offense teams generally get owned by that. For the main core, ThePack and I went with Protect Scolipede to serve as our late-game cleaner and weapon vs offense. Scoli also doubles as a revenge killer vs threats like M-Altaria, M-Gyara, and M-Zam. Anyways, The direction we ended up heading in demanded a solid Bisharp and Weavile response, so we rolled with RestTalk Life Orb Keldeo to address that. Keldeo can be seen as a mini wallbreaker with the LO, and the 100% burn spreading it possesses supports our cleaner very nicely. That's it for the core, now off to the team!

Initially, we chose Hoopa-U to fill the breaker role but the builds ended up pretty meh since Hoopa, unlike other wallbreakers, offers not much defensively and gets tricked by Gothitelle on stall. So I suggested we go Mega Gardevoir, a top tier balance and stall breaker, and it was agreed upon. WillOWisp Garde is what pack suggested cause crippling things like Scizor and softening the blows of M-Metagross was useful on our build. The residual damage from burn synergizes with Scolipede, putting things into range of its attacks (a burned AV Torn-T for example). After defining our wallbreaker, we wanted momentum-generating teammates that could bring it in for some free kills.

Another thing we wanted were mons that patched up the pretty big weaknesses we had such as losing to any bird and rolling over to any DD dude. Defensive Lando-T being a solid bird check and pivot made it a no-brainer addition to the team. For the next spot we originally had Raikou as a 2nd pivot and electric check, but found our team to be very weak to Ferrothorn (and Scizor, to an extent). We brainstormed a bit and Magnezone was brought up. Fedoras were tipped to that; great synergy with Garde (traps steels), VoltTurn core with Lando-T, decent fairy and dragon check. Finally, we took a few steps back and looked at what the team needed. Our Keldeo switch in was Keldeo, a paralyzed Garde is a dead Garde, Magnezone isn't exactly a Thundurus or MegaMan counter, Zard X could still win even with Lando-T, Suicune won, and fast threats kinda bodied us. So with all that, we decided Scarf HW Latias was the perfect icing on the cake.

Like I said, the team doesn't appreciate fast offensive threats such as Tornadus-T and Mega Alakazam, so Scarf Lati does a great job of mitigating this. Also helps with the match up to electrics. Trick > Defog was ThePack's idea to not only help us stallbreak better but to also not lose to Crocune straight up haha. Rocky Helmet > Leftovers is a nice alternative on Lando-T to put things like Metagross and M-Lop into Scolipede range and it fits the whole wear-down-to-sweep theme of the team. Defog > Trick is an option on Lati, but for the nature of our team and what it's weak to, it's generally better to forego such a slow play. If Defog, then it's paired with Taunt Garde or Taunt/CM Keldeo so we don't lose to CM user / Suicune. That's the squad for you.
Team 12

scolipede.gif
keldeo.gif
kyurem-black.gif
manectric-mega.gif
gliscor.gif
clefable.gif

Scolipede @ Life Orb
Ability: Speed Boost
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
IVs: 29 HP
- Megahorn
- Poison Jab
- Earthquake/Rock Slide/Aqua Tail
- Protect/SD

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Icy Wind
- Scald
- Secret Sword
- Hydro Pump

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 32 HP / 240 Atk / 236 Spe
Adamant Nature
- Fusion Bolt
- Outrage
- Iron Head
- Ice Beam

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

Gliscor @ Toxic Orb
Ability: Poison Heal
EVs: 244 HP / 8 Def / 200 SpD / 56 Spe
Careful Nature
- Earthquake
- Stealth Rock
- Swords Dance/U-Turn
- Facade/Knock Off/Roost

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Fire Blast
- Moonblast
- Soft-Boiled
Specs Kelde because it's best keld. It smashes through teams with scald burns sheer power. I was considering life orb taunt but meh. Standard Life Orb Scoli with Protect/SD, dual stab, and whatever coverage you want. The core sucks vs flying types so I decided to run Mane as the mega of choice. but nothing on the team was that powerful so Kube to the rescue. This guy is on like half my teams lol. Now the team needs rocks and a setup sweeper, so I threw on Stealth rock SD gliscor (you can run defog over SD but i really think SD is better). Then I have no fire moves on the team to CM fire blst cef. I wanted to go pure HO but Scoli doesn't one shot everything, so the game plan is to weaken the opposing team with Kube (Outrage and EVs to destroy Hoopa-U btw) keld and mane and then sweep offense with scoli or whittle stall with the last two. Not perfect, but I actually won a few games with it at my current rank, which is like top 250, so it isn't atrocious either.
 
Team 11

Are we allowed slashes in the sets? (Team 12) Obviously with slashes you can cover a lot more threats but it seems like it kind of defeats the point.
 
Voting closes 15 minutes ~ from this post.

Scratch that I'm extending it tomorrow, need more votes, gonna do some Halloween theme or something.
 
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